















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Orc |
| Class | Adventurer |
| Level / Exp | 50 / 665% |
| Size | medium |
| Lifes / Deaths | Killed by Imndridos the shalore at level 37 on the 39th Pain 124th year of Ascendancy at 13:55 6 / 1 |
Primary Stats
| Strength | 50 (base 25) |
| Dexterity | 48 (base 13) |
| Constitution | 24 (base 12) |
| Magic | 59 (base 60) |
| Willpower | 53 (base 46) |
| Cunning | 77 (base 60) |
Resources
| Psi | 143/143 |
| Vim | 278/289 |
| Life | 1319/1319 |
| Stamina | 336/336 |
| Steam | 100/100 |
| Healing Factor | 1.1082474226804 |
| Regeneration | 7.4806701030926 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 5 |
| See Stealth | 40.391578486422 |
| See Invisible | 40.391578486422 |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 60 |
| Crit Chance | 51% |
| APR | 25 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 60 |
| Crit Chance | 49% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Blight | +28% |
| Nature | +28% |
| Fire | +88% |
| All | +8% |
Offense: Damage Penetration
| Mind | +32% |
| Fire | +57% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 167.6 (80%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 30 |
| Physical Save | 43 |
| Spell Save | 34 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 48%( 70%) |
| Physical | + 53%( 70%) |
| Cold | + 49%( 70%) |
| All | + 45%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 48%( 70%) |
| Mind | + 48%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 73% |
| Teleport Resistance | 0% |
| Pinning Resistance | 50% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Abyssal Shield |
| talent | Chant of Fortitude |
| talent | Beyond the Flesh |
| talent | Hardened Core |
| talent | Tempest of Metal |
| talent | Grinding Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The third valve has been destroyed. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | [vs. voratun steamsaw 'Radiancewitch' (155% power, 25 apr) (In main hand, 1 of 2)]Burnrain the yew vilestaff (127% power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 127% (-28%) Range: 1.2x (-0.3x) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 (-21) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-11%) Block value: +0 (-100) On weapon hit: * 0% chance to inflict 15% damage reduction (-11%) - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) - 20% chance to curse the target Damage (Melee): +20 lightning / +28 fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +11 (+3 eff.) (-1 (-1 eff.)) Physical crit. chance: +8.0% Physical power: +11 (+2 eff.) Armour: +0 (-6) Defense: +0 (+0 eff.) (-10 (-4 eff.)) Fatigue: +0% (-4%) Changes stats: +0(-9) Dex Changes resistances: +15% fire Changes resistances penetration: +15% mind / +25% fire Changes damage: +20% fire Talents granted: +0(+-5) Flame Bolts +0(+-3) Block +1 Command Staff Critical mult.: +12.00% Mana each turn: +5.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +7% Light radius: +0 (-1) Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% (-) Armour: +12 (-) Changes stats: +6(-) Str / +6(-) Dex Changes damage: +8%(-) all Talents granted: +4.00(-) Spring Grapple Critical mult.: +30.00% (-) Disarm immunity: +50% (-) Steam crit. chance: +10% (-) When used to modify unarmed attacks: Power: 150% Range: 1.4x Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (-) Crit. chance: +10.0% (-) Attack speed: 83% (-) Gauntlets. But with steam power! |
| Light source | [vs. alchemist's lamp 'Nehell' (Light source)]alchemist's lamp 'Nehell' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Damage (Melee): 0(-20) item manaburn arcane / 0(-30) item nature slow Changes resistances: +6%(-) blight / +6%(-) nature / +6%(-) light / +3%(-) acid Changes resistances penetration: +10%(-) mind Spell save: +9 (+5 eff.) (-) Light radius: +7 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Steam Powered Helm (3 def, 12 armour) (On head)]Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +25 (+9 eff.) (-) Armour: +12 (-) Defense: +3 (+1 eff.) (-) Fatigue: +10% (-) Changes stats: +5(-) Str / +5(-) Con Changes resistances: +10%(-) all Blindness immunity: +50% (-) Light radius: +7 (-) A Helmet. But with steam power! |
| On feet | [vs. Steam Powered Boots (8 def, 15 armour) (On feet)]Steam Powered Boots (8 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 (-) Defense: +8 (+3 eff.) (-) Fatigue: +8% (-) Changes stats: +8(-) Str / +10(-) Dex Changes damage: +10%(-) fire Talents granted: +3.00(-) Rocket Boots Pinning immunity: +50% (-) Generate 3 steam each time you walk. Boots. But with steam power! |
| Tool | [vs. hateful voratun torque of psychoportation [power 66] (30 cooldown) (Tool)]hateful voratun torque of psychoportation [power 66] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 66), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. gold ring of misery (On fingers, 1 of 2)]gold ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 0(-12) item mind gloom / 15(-) bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 0(-13) item mind gloom / 5(-) bleed Changes stats: +3(-) Cun Vim when hit: +2.00 (-) Hate when firing a critical mind attack: +1.00 (-) Maximum hate: +7.00 (-) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. gold ring of misery (On fingers, 1 of 2)]steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +0(-3) Cun Stun/Freeze immunity: +23% Life regen: +1.20 Vim when hit: +0.00 (-2.00) Vim when hitting in melee: +3.00 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. wanderer's gold amulet (Around neck)]wanderer's gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% (-) Changes stats: +6(-) Dex / +5(-) Cun / +6(-) Con Life regen: +0.60 (-) Stamina each turn: +0.70 (-) Movement speed: +10% (-) Amulets can have magical properties. |
| In main hand | [vs. voratun steamsaw 'Radiancewitch' (155% power, 25 apr) (In main hand, 1 of 3)]voratun steamsaw 'Radiancewitch' (155% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 155% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (-) Crit. chance: +5.0% (-) Attack speed: 111% (-) Block value: +100 (-) On weapon hit: * 11% chance to inflict 15% damage reduction * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +12 (+4 eff.) (-) Armour: +6 (-) Defense: +10 (+4 eff.) (-) Fatigue: +4% (-) Changes stats: +9(-) Dex Talents granted: +5.00(-) Flame Bolts +3.00(-) Block Light radius: +1 (-) 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! Tap to cycle through comparison choices |
| Around waist | [vs. Scorchrazor the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% (-) Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 12(-) fire Changes resistances: +8%(-) acid / +8%(-) fire / +7%(-) lightning / +7%(-) cold Changes resistances penetration: +25%(-) fire Changes damage: +20%(-) acid / +50%(-) fire / +20%(-) nature / +20%(-) blight Maximum encumbrance: +0 (-) A belt that goes around your waist. |
| In off hand | [vs. voratun steamsaw 'Radiancewitch' (155% power, 25 apr) (In main hand, 1 of 3)]dwarven-steel steamsaw 'Strikeviper' (125% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 125% (-30%) Range: 1.5x (+0.0x) Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 (-11) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-11%) Block value: +46 (-54) On weapon hit: * 0% chance to inflict 15% damage reduction (-11%) * 40% chance to cause random gloom (+40%) - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) - 20% chance to curse the target Damage (Melee): +12 mind Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +4 mind Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +4 (-2) Defense: +6 (+3 eff.) (-4 (-1 eff.)) Fatigue: +8% (+4%) Damage when hit (Melee): 16 mind / 25 fire Changes stats: +4 Str / +0(-9) Dex Changes resistances: +12% lightning / +15% fire / +6% mind Talents granted: +0(+-5) Flame Bolts +2(+-1) Block +5 Corrosive Cone Light radius: +0 (-1) 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! Tap to cycle through comparison choices |
| Cloak | [vs. Liquid Metal Cloak (20 def, 10 armour) (Cloak)]Liquid Metal Cloak (20 def, 10 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 (-) Defense: +20 (+9 eff.) (-) Changes resistances: +30%(-) lightning / +15%(-) physical Talent masteries: +0.20(-) Steamtech / Avoidance Physical save: +40 (+19 eff.) (-) Stun/Freeze immunity: +50% (-) It can be used to activate talent Cloaking Device (costing 60 power out of 32/60) : Effective talent level: 1.2 Power cost: 60 out of 32/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 44 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
| Main armor | [vs. voratun mail armour 'Goreburst' (5 def, 10 armour) (Main armor)]voratun mail armour 'Goreburst' (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 (-) Defense: +5 (+1 eff.) (-) Fatigue: +8% (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Damage when hit (Melee): 4(-) nature Changes stats: +3(-) Dex / +6(-) Wil / +8(-) Cun Changes resistances: +24%(-) fire Talents granted: +4.00(-) Fiery Cleansing Mental save: +18 (+6 eff.) (-) Life regen: +4.70 (-) Stamina each turn: +2.50 (-) Light radius: +1 (-) A suit of armour made of mail. |
Inventory
[vs. Implant: Medical Injector [medical injector implant of the sneak (efficiency 136% / cooldown 50%)] (on body, 1 of 2)]medical injector implant (efficiency 125% / cooldown 57%) 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 125%(-16%) efficiency and cooldown mod of 57%(+7%). 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.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant of the sneak (efficiency 136% / cooldown 50%)] (on body, 1 of 2)]medical injector implant of the warrior (efficiency 142% / cooldown 63%) 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 142%(+1%) efficiency and cooldown mod of 63%(+13%). Its effects scale with your -Cunning, +Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant of the sneak (efficiency 136% / cooldown 50%)] (on body, 1 of 2)]medical injector implant of the wizard (efficiency 121% / cooldown 50%) 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 121%(-20%) efficiency and cooldown mod of 50%(-). Its effects scale with your -Cunning, +Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 10)] (on body)]steam generator implant (steam 9) 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: 20(-6) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7(-3.7) steam per turn. Can be activated for an instant burst of 44(-18) steam. Its effects scale with your -Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 10)] (on body)]steam generator implant of the sneak (steam 14) 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: 25(-1) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.8(+1.4) steam per turn. Can be activated for an instant burst of 69(+7) steam. Its effects scale with your -Willpower, +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the psychic (heal 535 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 535 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 487 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 487 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 ability. |
movement infusion of the psychic (792% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 792% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (712% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (594% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 594% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
Primal Infusion (affinity 12%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (+13 for 9 turns, die at -688)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -688 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+17 for 10 turns, die at -915)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -915 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+17 for 12 turns, die at -841)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 12 turns. While Heroism is active, you will only die when reaching -841 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 557 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 557 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 395 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 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 and reflecting at most 395 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
[vs. wanderer's gold amulet (Around neck)]Sunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+6%) Changes stats: +0(-6) Dex / +0(-5) Cun / +0(-6) Con Changes resistances: +10% cold Changes damage: +10% light / +10% fire Life regen: +0.00 (-0.60) Stamina each turn: +0.00 (-0.70) Movement speed: +0% (-10%) Steampower: +8 (+3 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
[vs. wanderer's gold amulet (Around neck)]The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+6%) Changes stats: +0(-6) Dex / +0(-5) Cun / +0(-6) Con Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Life regen: +0.00 (-0.60) Stamina each turn: +0.00 (-0.70) Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Movement speed: +0% (-10%) Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
[vs. wanderer's gold amulet (Around neck)]Fiery Choker Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: +0% (+6%) Changes stats: +0(-6) Dex / +5 Mag / +4 Wil / +3(-2) Cun / +0(-6) Con Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Life regen: +0.00 (-0.60) Stamina each turn: +0.00 (-0.70) Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Movement speed: +0% (-10%) Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
[vs. wanderer's gold amulet (Around neck)]Isyta the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: +0% (+6%) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 arcane Changes stats: +0(-6) Dex / +6 Wil / +0(-5) Cun / +0(-6) Con Changes resistances penetration: +15% blight Changes damage: +6% acid Life regen: +0.00 (-0.60) Stamina each turn: +0.00 (-0.70) Mana each turn: +0.16 Vim when firing critical spell: +3.00 Movement speed: +0% (-10%) Damage Shield penetration: +50% Amulets can have magical properties. |
[vs. wanderer's gold amulet (Around neck)]Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: +0% (+6%) Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes stats: +0(-6) Dex / +0(-5) Cun / +0(-6) Con Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Life regen: +0.00 (-0.60) Stamina each turn: +0.00 (-0.70) Mindpower: +8 (+3 eff.) Movement speed: +0% (-10%) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 16% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
[vs. wanderer's gold amulet (Around neck)]wanderer's gold amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +15 Fatigue: -7% (-1%) Changes stats: +5(-1) Dex / +6(+1) Cun / +7(+1) Con Critical mult.: +15.00% Life regen: +0.90 (+0.30) Stamina each turn: +0.70 (-) Movement speed: +10% (-) Amulets can have magical properties. |
[vs. wanderer's gold amulet (Around neck)]Abyssterror Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: +0% (+6%) Changes stats: +3 Str / +16(+10) Dex / +4(-1) Cun / +4(-2) Con Changes damage: +15% fire Life regen: +0.00 (-0.60) Stamina each turn: +0.00 (-0.70) See invisible: +18 Movement speed: +0% (-10%) Amulets can have magical properties. |
[vs. wanderer's gold amulet (Around neck)]Unflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: +0% (+6%) Changes stats: +0(-6) Dex / +0(-5) Cun / +0(-6) Con Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Life regen: +0.00 (-0.60) Stamina each turn: +0.00 (-0.70) Infravision radius: +3 Movement speed: +0% (-10%) Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
[vs. gold ring of misery (On fingers, 1 of 2)]Dagulevor Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Damage when hit (Melee): 8 mind Changes stats: +4(+1) Cun Changes resistances penetration: +25% acid Critical mult.: +10.00% Disarm immunity: +26% Pinning immunity: +22% Knockback immunity: +24% Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum life: +22.00 Maximum hate: +0.00 (-7.00) Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]Pureedge Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Fatigue: -5% Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Damage when hit (Melee): 20 physical Changes stats: +2 Str / +0(-3) Cun Changes resistances penetration: +20% nature Maximum encumbrance: +21 Life regen: +0.60 Stamina each turn: +0.60 Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +0(-3) Cun Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) 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, costing 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? Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]marksman's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +3 Dex / +0(-3) Cun Blindness immunity: +23% Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Infravision radius: +3 See stealth: +5 See invisible: +9 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]rogue's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +6 (+2 eff.) Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +3(-) Cun Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +6 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]steel ring 'Beribar' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Damage when hit (Melee): 8 mind Changes stats: +0(-3) Cun Changes resistances: +6% light / +18% cold Changes damage: +12% mind Disarm immunity: +28% Pinning immunity: +25% Knockback immunity: +25% Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum life: +24.00 Maximum hate: +0.00 (-7.00) Mindpower: +4 (+1 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]steel ring of nature (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +0(-3) Cun Changes resistances: +24% nature Changes damage: +12% nature Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]titan's steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +0(-3) Cun / +4 Con Physical save: +8 (+2 eff.) Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]Dagendil Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+3 eff.) Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Damage when hit (Melee): 8 temporal Changes stats: +0(-3) Cun Changes resistances: +5% arcane / +12% temporal Changes resistances penetration: +25% temporal Changes damage: +9% arcane / +6% all Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spellpower: +14 (+3 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +3(-) Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]Ring of Lost Love Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +6 Str / +6 Dex / +6 Wil / +6(+3) Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +10 Lck / +0(-3) Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Only die when reaching: -100.00 life Maximum hate: +0.00 (-7.00) Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]Silovena Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +12 Mag / +0(-3) Cun / +2 Con Changes resistances penetration: +10% blight Spell save: +42 (+16 eff.) Vim when hit: +0.00 (-2.00) Mana when firing critical spell: +5.00 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]rogue's stralite ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +6(+3) Cun Changes resistances: +18% acid / +24% fire / +21% lightning / +16% cold Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]stralite ring 'Khelogorn' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Damage (Melee): 0(-15) bleed / 0(-12) item mind gloom Damage (Ranged): 0(-5) bleed / 0(-13) item mind gloom Changes stats: +10 Str / +5 Dex / +3 Wil / +0(-3) Cun / +9 Con Changes resistances: +36% nature Changes damage: +18% nature Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gold ring of misery (On fingers, 1 of 2)]voratun ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Damage (Melee): 0(-12) item mind gloom / 30 light / 0(-15) bleed Effects on ranged hit: * 21% chance to blind Damage (Ranged): 0(-13) item mind gloom / 31 light / 0(-5) bleed Changes stats: +0(-3) Cun Vim when hit: +0.00 (-2.00) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-7.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. voratun steamsaw 'Radiancewitch' (155% power, 25 apr) (In main hand, 1 of 2)]Bloomwhisper (142% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 142% (-13%) Range: 1.2x (-0.3x) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 (-19) Crit. chance: +5.0% (-) Attack speed: 100% (-11%) Block value: +0 (-100) On weapon hit: * 0% chance to inflict 15% damage reduction (-11%) * Slows global speed by 40% (+40%) - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) - 20% chance to curse the target Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +14.0% Armour: +2 (-4) Defense: +0 (+0 eff.) (-10 (-4 eff.)) Fatigue: +0% (-4%) Damage when hit (Melee): 12 darkness / 8 nature Changes stats: +2 Str / +3(-6) Dex / +7 Con Changes damage: +30% fire Talents granted: +0(+-5) Flame Bolts +0(+-3) Block +1 Command Staff Critical mult.: +18.00% Life regen: +1.60 Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +31 (+8 eff.) Spell crit. chance: +15% Light radius: +0 (-1) Healing mod.: +25% It can be used to unleash an elemental blastwave, dealing 107.45 to 128.94 fire damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. voratun steamsaw 'Radiancewitch' (155% power, 25 apr) (In main hand, 1 of 2)]Smolderking (154% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 155% (-1%) Range: 1.4x (-0.1x) Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (-19) Crit. chance: +7.0% (+2.0%) Attack speed: 100% (-11%) Block value: +0 (-100) On weapon hit: * 0% chance to inflict 15% damage reduction (-11%) * 62% chance to cause random gloom (+62%) - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) - 20% chance to curse the target Damage (Melee): +18 mind Burst (radius 2) on crit: +30 ice Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +13 (+4 eff.) (+1 (+0 eff.)) Armour penetration: +12 Armour: +9 (+3) Defense: +0 (+0 eff.) (-10 (-4 eff.)) Fatigue: +0% (-4%) Changes stats: +0(-9) Dex / +5 Wil / +6 Cun Changes resistances: +3% darkness / +9% fire Changes resistances penetration: +14% physical / +13% cold Changes damage: +12% mind Talents granted: +0(+-5) Flame Bolts +0(+-3) Block Light radius: +0 (-1) One-handed war axes. Tap to cycle through comparison choices |
[vs. voratun steamsaw 'Radiancewitch' (155% power, 25 apr) (In main hand, 1 of 3)]Grinder (150% power, 20 apr) Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 150% (-5%) Range: 1.5x (+0.0x) Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 (-5) Crit. chance: +14.0% (+9.0%) Attack speed: 100% (-11%) Block value: +50 (-50) On weapon hit: * 0% chance to inflict 15% damage reduction (-11%) - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) - 20% chance to curse the target Lifesteal (this weapon only): +5% Damage (Melee): +10 % chance of gloom effects Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +8 (+2) Defense: +12 (+5 eff.) (+2 (+1 eff.)) Fatigue: +10% (+6%) Changes stats: +0(-9) Dex Talents granted: +0(+-5) Flame Bolts +2(+-1) Block Light radius: +0 (-1) On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. Tap to cycle through comparison choices |
[vs. voratun steamsaw 'Radiancewitch' (155% power, 25 apr) (In main hand, 1 of 3)]Glintstinger the voratun steamsaw (152% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 152% (-3%) Range: 1.5x (+0.0x) Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-11%) Block value: +104 (+5) On weapon hit: * 0% chance to inflict 15% damage reduction (-11%) - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) - 20% chance to curse the target On weapon crit: + wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +8 blight Burst (radius 2) on crit: +8 blight Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Armour: +6 (-) Defense: +10 (+4 eff.) (-) Fatigue: +12% (+8%) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 18 temporal Changes stats: +0(-9) Dex Changes resistances: +28% lightning / +18% temporal / +3% light Changes damage: +3% blight Talents granted: +0(+-5) Flame Bolts +3.00(-) Block Light radius: +1 (-) Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (332) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. 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! Tap to cycle through comparison choices |
[vs. Scorchrazor the hardened leather belt |
[vs. Scorchrazor the hardened leather belt |
[vs. Scorchrazor the hardened leather belt |
[vs. Scorchrazor the hardened leather belt |
[vs. Liquid Metal Cloak (20 def, 10 armour) (Cloak)]Haliyasakor (8 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +0 (-10) Defense: +8 (+4 eff.) (-12 (-5 eff.)) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Dex / +7 Mag / +5 Wil / +2 Cun / +4 Con Changes resistances: +0%(-30%) lightning / +0%(-15%) physical Talent mastery: +0.00(-0.20) Steamtech / Avoidance Physical save: +0 (+0 eff.) (-40 (-19 eff.)) Spell save: +8 (+4 eff.) Stun/Freeze immunity: +0% (-50%) Psi when hit: +0.12 Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Liquid Metal Cloak (20 def, 10 armour) (Cloak)]Isaldath (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-10) Defense: +2 (+1 eff.) (-18 (-8 eff.)) Changes stats: +2 Mag / +4 Wil Changes resistances: +0%(-30%) lightning / +0%(-15%) physical Changes resistances penetration: +15% arcane Talent mastery: +0.00(-0.20) Steamtech / Avoidance Critical mult.: +20.00% Physical save: +0 (+0 eff.) (-40 (-19 eff.)) Spell save: +10 (+5 eff.) Mental save: +9 (+3 eff.) Stun/Freeze immunity: +0% (-50%) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Liquid Metal Cloak (20 def, 10 armour) (Cloak)]Layoth the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-10) Defense: +2 (+1 eff.) (-18 (-8 eff.)) Changes stats: +7 Dex / +5 Mag / +4 Wil / +11 Cun / +3 Con Changes resistances: +0%(-30%) lightning / +0%(-15%) physical Changes damage: +15% mind Talent mastery: +0.00(-0.20) Steamtech / Avoidance Physical save: +0 (+0 eff.) (-40 (-19 eff.)) Stun/Freeze immunity: +0% (-50%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Liquid Metal Cloak (20 def, 10 armour) (Cloak)]Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Armour: +0 (-10) Defense: +10 (+5 eff.) (-10 (-4 eff.)) Changes stats: +6 Cun / +5 Wil Changes resistances: +0%(-30%) lightning / +0%(-15%) physical / +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.00(-0.20) Steamtech / Avoidance +0.10 Psionic / Slumber Physical save: +10 (+5 eff.) (-30 (-14 eff.)) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +0% (-50%) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 44 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
[vs. Steam Powered Boots (8 def, 15 armour) (On feet)]Murktrial (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 (-12) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Fatigue: +3% (-5%) Damage when hit (Melee): 12 darkness Changes stats: +3(-5) Str / +0(-10) Dex / +3 Cun / +3 Con Changes resistances: +4% physical Changes damage: +0%(-10%) fire Talent granted: +0(+-3) Rocket Boots Physical save: +45 (+15 eff.) Mental save: +16 (+6 eff.) Pinning immunity: +0% (-50%) Healing mod.: +15% A pair of boots made of leather. |
[vs. Steam Powered Boots (8 def, 15 armour) (On feet)]pair of dwarven-steel boots 'Sunroar' (5 def, 10 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 (-5) Defense: +5 (+2 eff.) (-3 (-1 eff.)) Ranged Defense: +4 (+2 eff.) Fatigue: +3% (-5%) Damage when hit (Melee): 20 physical Changes stats: +0(-8) Str / +0(-10) Dex / +2 Con Changes resistances penetration: +25% fire Changes damage: +0%(-10%) fire Talent granted: +0(+-3) Rocket Boots Pinning immunity: +0% (-50%) Maximum stamina: +15.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Steam Powered Boots (8 def, 15 armour) (On feet)]Boots of the Hunter (2 def, 12 armour) Requires: - Talent 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 (+3 eff.) Armour: +12 (-3) Defense: +2 (+1 eff.) (-6 (-2 eff.)) Fatigue: +8% (-) Changes stats: +0(-8) Str / +0(-10) Dex Changes damage: +0%(-10%) fire Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Talent granted: +0(+-3) Rocket Boots Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Pinning immunity: +0% (-50%) 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), costing 32 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. |
[vs. Steam Powered Boots (8 def, 15 armour) (On feet)]Blazelady the pair of voratun boots (19 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 (-) Defense: +19 (+7 eff.) (+11 (+4 eff.)) Fatigue: +4% (-4%) Effects on melee hit: * 15% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes stats: +0(-8) Str / +0(-10) Dex / +9 Mag Changes resistances: +6% lightning Changes resistances penetration: +5% acid Changes damage: +9% acid / +0%(-10%) fire / +6% lightning / +9% blight Talent granted: +0(+-3) Rocket Boots Disease immunity: +49% Pinning immunity: +0% (-50%) Spellpower: +9 (+2 eff.) Infravision radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 30% chance to evade melee and ranged attacks and 22 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. |
[vs. Steam Powered Boots (8 def, 15 armour) (On feet)]Layasetha the pair of voratun boots (32 def, 9 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 (-6) Defense: +32 (+11 eff.) (+24 (+8 eff.)) Ranged Defense: +9 (+3 eff.) Fatigue: +4% (-4%) Changes stats: +0(-8) Str / +4(-6) Dex / +3 Cun Changes resistances: +6% fire Changes damage: +0%(-10%) fire Talent granted: +0(+-3) Rocket Boots Poison immunity: +5% Pinning immunity: +0% (-50%) Maximum mana: +20.00 Spellpower: +5 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 105% 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. |
[vs. Steam Powered Boots (8 def, 15 armour) (On feet)]Scorched Boots (4 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 (-11) Defense: +4 (+2 eff.) (-4 (-1 eff.)) Fatigue: +8% (-) Changes stats: +0(-8) Str / +0(-10) Dex Changes damage: +15% blight / +15%(+5%) fire / +15% darkness Talent granted: +0(+-3) Rocket Boots Pinning immunity: +0% (-50%) Spellpower: +13 (+3 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 3.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 5 for 8 turns. Each creature hit by the storm takes 26.31 blight damage and is poisoned for 105.26 blight damage over 4 turns. The blight poison is especially virulent, and has a 61% chance to ignore poison immunity. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
[vs. Steam Powered Boots (8 def, 15 armour) (On feet)]Ulforomikan the pair of voratun boots (6 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 (-4) Defense: +6 (+3 eff.) (-2 (+0 eff.)) Ranged Defense: +6 (+2 eff.) Fatigue: +4% (-4%) Damage when hit (Melee): 16 mind Changes stats: +5(-3) Str / +0(-10) Dex Changes damage: +12% mind / +0%(-10%) fire Talent granted: +0(+-3) Rocket Boots Physical save: +20 (+6 eff.) Pinning immunity: +0% (-50%) Stamina each turn: +1.30 Only die when reaching: -80.00 life Maximum stamina: +55.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]Ivoriata the Torch's kiss (9 def, 10 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +10 (-2) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 11 fire Changes stats: +0(-6) Str / +0(-6) Dex Changes resistances: +7% fire Changes resistances penetration: +25% fire Changes damage: +0%(-8%) all / +8% fire Talent granted: +0(+-4) Spring Grapple Critical mult.: +0.00% (-30.00%) Disease immunity: +25% Disarm immunity: +0% (-50%) Only die when reaching: -80.00 life Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 123% (-27%) Range: 1.1x (-0.3x) Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-7) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (+17%) When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 2) on crit: +11 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]Stralite Sand Shredder (0 def, 1 armour) Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +1 (-11) Changes stats: +0(-6) Str / +0(-6) Dex Changes damage: +0%(-8%) all Talents granted: +1 Sand Shredder +0(+-4) Spring Grapple Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-50%) Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 105% (-45%) Range: 1.1x (-0.3x) Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Armour Penetration: +1 (-9) Crit. chance: +1.0% (-9.0%) Attack speed: 100% (+17%) Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]steady iron gauntlets of dispersion (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +0.0% (-10.0%) Armour: +1 (-11) Damage (Melee): 5 arcane Changes stats: +0(-6) Str / +0(-6) Dex / +4 Mag / +5 Wil Changes resistances: +4% arcane Changes damage: +0%(-8%) all Talent granted: +0(+-4) Spring Grapple Critical mult.: +0.00% (-30.00%) Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +25% (-25%) Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 108% (-42%) Range: 1.4x (+0.0x) Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 (-7) Crit. chance: +2.0% (-8.0%) Attack speed: 83% (-) When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]dwarven-steel gauntlets 'Taintreign' (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +0.0% (-10.0%) Armour: +2 (-10) Effects on melee hit: * Slows global speed by 30% * 15% chance to cause random gloom Damage (Melee): 19 mind / 15 darkness Damage when hit (Melee): 8 temporal Changes stats: +2(-4) Str / +4(-2) Dex / +4 Cun Changes resistances penetration: +10% temporal Changes damage: +0%(-8%) all Talent cooldown: Double Strike (-1 turn) Talent granted: +0(+-4) Spring Grapple Critical mult.: +0.00% (-30.00%) Physical save: +15 (+5 eff.) Mental save: -5 (-1 eff.) Disarm immunity: +31% (-19%) Mindpower: +5 (+2 eff.) Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 127% (-23%) Range: 1.4x (+0.0x) Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +9 (-1) Crit. chance: +15.0% (+5.0%) Attack speed: 83% (-) When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). Damage (Melee): +8 temporal Burst (radius 1) on hit: +4 nature It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)]Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-25 (-9 eff.)) Physical power: -10 (-2 eff.) Armour: +0 (-12) Defense: -10 (-4 eff.) (-13 (-5 eff.)) Fatigue: +0% (-10%) Changes stats: +0(-5) Str / +4 Wil / +0(-5) Con Changes resistances: +10% arcane / +10% cold / +10% darkness / +0%(-10%) all Blindness immunity: +0% (-50%) Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-4 eff.) Light radius: +0 (-7) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)]Gena (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-25 (-9 eff.)) Armour: +0 (-12) Defense: +2 (+1 eff.) (-1 (+0 eff.)) Fatigue: +0% (-10%) Changes stats: +0(-5) Str / +0(-5) Con Changes resistances: +11% fire / +10% cold / +0%(-10%) all Changes damage: +6% mind Critical mult.: +10.00% Mental save: +42 (+14 eff.) Blindness immunity: +0% (-50%) Mindpower: +20 (+7 eff.) Light radius: +0 (-7) A pointy cloth hat, very wizardly... |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)]voratun helm 'Emissra' (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) (-17 (-6 eff.)) Physical crit. chance: +9.0% Armour: +5 (-7) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% (-5%) Changes stats: +0(-5) Str / +2 Dex / +0(-5) Con / +13 Lck Changes resistances: +9% nature / +22% mind / +0%(-10%) all Changes resistances penetration: +15% physical Spell save: +7 (+3 eff.) Mental save: +24 (+8 eff.) Blindness immunity: +0% (-50%) Confusion immunity: +46% Stamina each turn: +0.40 Maximum life: +84.00 Maximum stamina: +10.00 Spell crit. chance: +4% Mental crit. chance: +6% Light radius: +0 (-7) Healing mod.: +22% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
16 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. |
12 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. |
14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
30 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
31 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
29 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
37 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
637 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. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Armour: +8 Fatigue: +1% Damage when hit (Melee): 20 physical 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 Attach on item worn on slot 'head' 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! |
voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 29] amazing fiery salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 29] amazing frost salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (29% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 424] amazing healing salve [power 424]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 50% cooldown modifier. It can be used to heal 424, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 371] amazing pain suppressor salve [power 371]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -371 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 29] amazing water salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (29% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
[vs. hateful voratun torque of psychoportation [power 66] (30 cooldown) (Tool)]dwarven-steel pickaxe 'Demonfear' (dig speed 14 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% acid / +6% temporal / +12% darkness Physical save: +9 (+3 eff.) Spell save: +9 (+4 eff.) Stun/Freeze immunity: +20% Teleport immunity: +15% Maximum life: +32.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. hateful voratun torque of psychoportation [power 66] (30 cooldown) (Tool)]Korbek's Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
demon seed [fire imp] (level 28, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 29, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 33, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +4 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 20, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 23, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 30, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 32, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +4 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 45, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 20, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 42, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 49, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 35, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +4 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 44, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 42, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 43, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +90% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 48, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +97% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 38, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +18% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 43, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +19% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 48, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +20% Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 46, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +94% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 40, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 30.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 22, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 26, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 47, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 19, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 20, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 31, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 43, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 35, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 48, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 45, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 48, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 41, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 43, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 5, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 6, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 7, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 21, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 26, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 12, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 16, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 20, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 31, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 32, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 36, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 31, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 42, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 45, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 43, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
demon seed [dolleg] (level 43, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
demon seed [dúathedlen] (level 38, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 43, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 44, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 40, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 28, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +24% fire Reduce damage by fixed amount: +14 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 35, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +28% fire Reduce damage by fixed amount: +18 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 42, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +31% fire Reduce damage by fixed amount: +21 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 46, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +33% fire Reduce damage by fixed amount: +23 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 20, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +20% acid Reduce damage by fixed amount: +10 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 31, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +26% acid Reduce damage by fixed amount: +16 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 33, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +27% acid Reduce damage by fixed amount: +17 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 37, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +29% acid Reduce damage by fixed amount: +19 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 40, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +30% acid Reduce damage by fixed amount: +20 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 31, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +26% physical Reduce damage by fixed amount: +16 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 45, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +33% physical Reduce damage by fixed amount: +23 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% physical Reduce damage by fixed amount: +25 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 32, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +16 darkness Changes resistances penetration: +18% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 45, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +23 darkness Changes resistances penetration: +23% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% blight Reduce damage by fixed amount: +25 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: All Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 35, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +4 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 46, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 48, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 43, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 48, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By OrAdSa the Orc Adventurer level 27
20th Revenge 124th year of Ascendancy at 21:18 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By OrAdSa the Orc Adventurer level 13
31st Retaking 124th year of Ascendancy at 18:30 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By OrAdSa the Orc Adventurer level 33
45th Revenge 124th year of Ascendancy at 22:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By OrAdSa the Orc Adventurer level 10
19th Retaking 124th year of Ascendancy at 04:08 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By OrAdSa the Orc Adventurer level 20
12nd Revenge 124th year of Ascendancy at 02:11 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By OrAdSa the Orc Adventurer level 30
27th Revenge 124th year of Ascendancy at 12:39 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By OrAdSa the Orc Adventurer level 40
4th Dearth 124th year of Ascendancy at 15:15 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By OrAdSa the Orc Adventurer level 50
28th Destruction 124th year of Ascendancy at 13:34 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By OrAdSa the Orc Adventurer level 34
46th Revenge 124th year of Ascendancy at 20:16 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By OrAdSa the Orc Adventurer level 49
28th Destruction 124th year of Ascendancy at 12:52 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By OrAdSa the Orc Adventurer level 37
39th Pain 124th year of Ascendancy at 13:35 see stats
The High Lady's Destiny (Finale) (Insane (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By OrAdSa the Orc Adventurer level 43
18th Dearth 124th year of Ascendancy at 12:39 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By OrAdSa the Orc Adventurer level 23
14th Revenge 124th year of Ascendancy at 11:58 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By OrAdSa the Orc Adventurer level 34
46th Revenge 124th year of Ascendancy at 18:04 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By OrAdSa the Orc Adventurer level 18
49th Retaking 124th year of Ascendancy at 23:16 see stats
Log
Talent Grinding Shield is ready to use.
--------------------------------
OrAdSa refocuses the energies of her staff.
Talent Tempest of Metal is ready to use.
--------------------------------
OrAdSa switches her weapons to: voratun steamsaw 'Radiancewitch'
dwarven-steel steamsaw 'Strikeviper'
Burnrain the yew vilestaff.
OrAdSa activates Beyond the Flesh.
OrAdSa activates Tempest of Metal.
OrAdSa activates Grinding Shield.
Talent Command Staff is ready to use.
--------------------------------
OrAdSa drops on the floor: Bethymina (154% power, 25 apr).
Talent Block is ready to use.
Talent Flame Bolts is ready to use.
Talent Corrosive Cone is ready to use.
--------------------------------
OrAdSa drops on the floor: Crown of Command (3 def, 6 armour).
--------------------------------
OrAdSa deactivates Tempest of Metal.
OrAdSa deactivates Chant of Fortitude.
OrAdSa deactivates Hardened Core.
OrAdSa deactivates Molten Iron Blood.
OrAdSa deactivates Grinding Shield.
OrAdSa deactivates Beyond the Flesh.
OrAdSa deactivates Abyssal Shield.















































































































































