Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.4.0Official 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:
Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum 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. ZOmnibus Addon Pack 1.4.0Combines 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: Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sawbutcher |
| Level / Exp | 50 / 1355% |
| Size | big |
| Lifes / Deaths | Killed by Eilinuwe the fire drake hatchling at level 39 on the 46th Pyre 123rd year of Ascendancy at 01:51 1 / 6Killed by Glacial Legion at level 41 on the 54th Pyre 123rd year of Ascendancy at 19:42 Killed by Xetira the orc grand summoner at level 49 on the 46th Dusk 123rd year of Ascendancy at 12:00 Killed by Izilisdem the daelach at level 50 on the 25th Haze 123rd year of Ascendancy at 07:12 Killed by Argoniel at level 50 on the 30th Haze 123rd year of Ascendancy at 02:18 Killed by Argoniel at level 50 on the 30th Haze 123rd year of Ascendancy at 11:13 |
Primary Stats
| Strength | 85 (base 60) |
| Dexterity | 43 (base 30) |
| Constitution | 26 (base 16) |
| Magic | 83 (base 64) |
| Willpower | 58 (base 16) |
| Cunning | 85 (base 60) |
Resources
| Life | 1560/1560 |
| Positive | 0/177 |
| Stamina | 367/367 |
| Psi | 148/148 |
| Healing Factor | 2.206 |
| Regeneration | 59.4517 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 24 |
| Infravision | 10 |
| See Stealth | 37 |
| See Invisible | 48 |
| ESP Range | 20 |
| ESP Kinds | horror |
Offense: Mainhand
| Damage | 201 |
| Accuracy | 65 |
| Crit Chance | 52% |
| APR | 59 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 94 |
| Accuracy | 65 |
| Crit Chance | 52% |
| APR | 59 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| All | +9% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 84.2 (93.924050632911%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 42 |
| Physical Save | 43 |
| Spell Save | 51 |
| Mental Save | 60 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 86% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Disarm Resistance | 28% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 97% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (6/6)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.2 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 21 for 12 turns. While Heroism is active, you will only die when reaching -844 life. However, when below 0 you cannot see how much life you have left. 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 Magic 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 212% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 681 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 248% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Mow Down |
| talent | Chant of Fortress |
| talent | Grinding Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Adiba the armoured skeleton warrior. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 431. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Sunpall (0 def, 15 armour) Sunpall (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Damage when hit (Melee): 12 fire Changes resistances: +15% lightning / +15% temporal / +6% mind / +6% blight Changes damage: +3% fire Physical save: +15 (+5 eff.) Blindness immunity: +15% Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +115% Life regen: +5.50 Infravision radius: +3 Healing mod.: +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Glarenigh' dwarven lantern 'Glarenigh'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 41% Changes stats: +7 Wil Changes resistances: +6% acid / +3% lightning / +6% nature / +3% light Changes resistances penetration: +15% light Critical mult.: +18.00% Blindness immunity: +39% Confusion immunity: +26% Light radius: +15 See stealth: +24 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Saloth the voratun helm (0 def, 5 armour) Saloth the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +7 Wil Changes resistances: +17% acid / +12% blight / +11% fire / +14% cold / +12% lightning Changes resistances penetration: +20% blight / +10% acid Changes damage: +3% acid / +3% blight Mental save: +10 (+2 eff.) Stamina when hit: +2.10 Equilibrium when hit: +2.40 Light radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | steady dwarven-steel gauntlets of dispersion (0 def, 2 armour) steady dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage (Melee): 6 arcane Changes stats: +4 Mag / +5 Wil Changes resistances: +3% arcane Talent granted: +5 Spring Grapple Physical save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 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. |
| Tool | dwarven-steel pickaxe 'Gemina' (dig speed 24 turns) dwarven-steel pickaxe 'Gemina' (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +11.0% Changes stats: +6 Str / +8 Wil Changes resistances: +1% physical Changes damage: +9% physical Stamina each turn: +0.80 Only die when reaching: -40.00 life Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's voratun ring of sensing mule's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Maximum encumbrance: +32 Blindness immunity: +32% Infravision radius: +4 See stealth: +13 See invisible: +17 Rings can have magical properties. |
| On fingers | Korybers KorybersCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 16 acid Changes stats: +2 Mag Maximum encumbrance: +36 Mental save: +3 (+0 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
| Around neck | Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 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. |
| In main hand | Urthenarindil the voratun steamsaw (162% power, 25 apr) Urthenarindil the voratun steamsaw (162% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 162% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +98 On weapon hit: * 20% chance to cause random gloom * splashes acid on your target dealing 57 damage and reducing their armor Damage (Melee): +16 acid / +17 darkness / +4 mind Burst (radius 2) on crit: +15 fire Damage against: +13% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances penetration: +25% acid / +15% fire Talent granted: +3 Block Global speed: +4% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | voratun steamsaw 'Betutha' (152% power, 25 apr) voratun steamsaw 'Betutha' (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% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon hit: * 18% chance to disease * flashes light on your target dealing 89 damage On weapon crit: * splashes the target with acid Damage (Melee): +24 blight / +18 acid Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +3% nature / +2% physical Changes resistances penetration: +13% physical Changes damage: +12% physical Talent granted: +3 Block Critical mult.: +15.00% Only die when reaching: -20.00 life See invisible: +9 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | restorative elven-silk cloak of implacability (3 def, 0 armour) restorative elven-silk cloak of implacability (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +14% blight / +17% nature / +30% lightning Physical save: +7 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +50% Life regen: +2.40 Only die when reaching: -50.00 life Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Rotbender the voratun plate armour (9 def, 26 armour) Rotbender the voratun plate armour (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+5 eff.) Fatigue: +26% Changes stats: +9 Cun / +9 Wil Changes resistances: +12% acid / +13% physical / +13% lightning / +6% blight / +13% cold / +6% nature / +13% fire Spell save: +23 (+8 eff.) Mental save: +25 (+6 eff.) Blindness immunity: +15% Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Stun/Freeze immunity: +40% Life regen: +14.00 Only die when reaching: -20.00 life Maximum life: +100.00 Healing mod.: +30% A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 214% / cooldown 92%) medical injector implant of the psychic (efficiency 214% / cooldown 92%)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 214% efficiency and cooldown mod of 92%. 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.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 218% / cooldown 61%) medical injector implant of the sneak (efficiency 218% / cooldown 61%)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 218% efficiency and cooldown mod of 61%. 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.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 204% / cooldown 98%) medical injector implant of the titan (efficiency 204% / cooldown 98%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 204% efficiency and cooldown mod of 98%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 265% / cooldown 91%) medical injector implant of the warrior (efficiency 265% / cooldown 91%)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 265% efficiency and cooldown mod of 91%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 254% / cooldown 76%) medical injector implant of the wizard (efficiency 254% / cooldown 76%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 254% efficiency and cooldown mod of 76%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 11) steam generator implant of the titan (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 11) steam generator implant of the warrior (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 313) healing infusion of the warrior (heal 313)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 313 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 325) healing infusion of the wizard (heal 325)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 325 and cleanse 1 wound and poison effect. 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. |
regeneration infusion of the sneak (heal 465 over 5 turns) regeneration infusion of the sneak (heal 465 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 465 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. |
regeneration infusion of the sneak (heal 709 over 5 turns) regeneration infusion of the sneak (heal 709 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 709 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. |
regeneration infusion of the sneak (heal 744 over 5 turns) regeneration infusion of the sneak (heal 744 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 744 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. |
regeneration infusion of the titan (heal 487 over 5 turns) regeneration infusion of the titan (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: 13 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 850 over 5 turns) regeneration infusion of the warrior (heal 850 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 850 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure physical) wild infusion (resist 10%; cure physical)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 13%; cure physical) wild infusion (resist 13%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 19%; cure mental, magical) wild infusion of the duelist (resist 19%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 24%; cure physical) wild infusion of the duelist (resist 24%; cure physical)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 14%; cure mental) wild infusion of the titan (resist 14%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 5 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. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 32%; cure mental) wild infusion of the warrior (resist 32%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 28%; cure physical) wild infusion of the warrior (resist 28%; cure physical)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (733% speed; 6 turns) movement infusion of the duelist (733% 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (749% speed; 7 turns) movement infusion of the sneak (749% 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 749% 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 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 sneak (657% speed; 6 turns) movement infusion of the sneak (657% 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 657% 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 sneak (813% speed; 7 turns) movement infusion of the sneak (813% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 813% 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 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 titan (658% speed; 4 turns) movement infusion of the titan (658% 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1001% speed; 6 turns) movement infusion of the wizard (1001% 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1001% 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 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. |
movement infusion of the wizard (800% speed; 4 turns) movement infusion of the wizard (800% 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 800% 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. |
heroism infusion of the warrior (+21 for 7 turns, die at -985) heroism infusion of the warrior (+21 for 7 turns, die at -985)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 21 for 7 turns. While Heroism is active, you will only die when reaching -985 life. However, when below 0 you cannot see how much life you have left. 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+22 for 10 turns, die at -889) heroism infusion of the warrior (+22 for 10 turns, die at -889)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 10 turns. While Heroism is active, you will only die when reaching -889 life. However, when below 0 you cannot see how much life you have left. 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+22 for 12 turns, die at -707) heroism infusion of the warrior (+22 for 12 turns, die at -707)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: 29 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 22 for 12 turns. While Heroism is active, you will only die when reaching -707 life. However, when below 0 you cannot see how much life you have left. 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the warrior (range 18; power 54; dur 3) phase door rune of the warrior (range 18; power 54; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 54%, your defense is increased by 54 and all your resistances by 54%. Its effects scale with your Strength 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. |
biting gale rune (27 cold damage; 15 apply power) biting gale rune (27 cold damage; 15 apply power)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 27.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 the Rift (382.00 temporal damage, removed from time 4 turns) Rune of the Rift (382.00 temporal damage, removed from time 4 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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 416.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Smearsteel SmearsteelCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +5 Con Changes resistances: +6% nature Changes resistances penetration: +10% fire Changes damage: +3% nature / +3% fire Life regen: +0.30 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
steel amulet 'Kindlewill' steel amulet 'Kindlewill'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +1 Mag / +2 Wil Reduces incoming crit damage: 10.00% Mental save: +8 (+2 eff.) Confusion immunity: +16% Mindpower: +9 (+3 eff.) Light radius: +3 See invisible: +6 Amulets can have magical properties. |
Breguhir BreguhirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances: +6% temporal / +10% physical Changes damage: +3% arcane Talent mastery: +0.23 Steamtech / Battlefield management Critical mult.: +12.00% Stamina each turn: +0.50 Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 316 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
gold amulet 'Infernoclamor' gold amulet 'Infernoclamor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +19% light / +16% darkness Changes damage: +15% light / +12% fire Mental save: +6 (+1 eff.) Blindness immunity: +37% Maximum hate: +4.00 Amulets can have magical properties. |
starlit gold amulet of strength (+3) starlit gold amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% light / +13% darkness Blindness immunity: +26% Amulets can have magical properties. |
starlit gold amulet of vision starlit gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% light / +11% darkness Blindness immunity: +38% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Flashjeer FlashjeerPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +8 Str / +5 Dex / +4 Mag / +8 Wil Changes resistances: +12% lightning / +10% physical Changes resistances penetration: +15% lightning Changes damage: +12% acid / +5% fire / +7% cold / +7% lightning Stamina each turn: +0.70 Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Ragemavor the Greenbreaker Ragemavor the GreenbreakerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil Changes resistances: +12% nature Changes resistances penetration: +5% nature Changes damage: +16% acid / +7% temporal / +6% light / +6% lightning / +6% fire / +7% cold / +7% physical / +6% darkness Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Amulets can have magical properties. |
Emeludamira the Gleamwinter Emeludamira the GleamwinterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +30% mind / +6% nature / +12% light Changes damage: +12% nature Confusion immunity: +37% Light radius: +3 Amulets can have magical properties. |
Arewyn the Boltrock Arewyn the BoltrockInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes resistances: +11% mind / +6% lightning Changes damage: +11% mind Reduces incoming crit damage: 5.00% Only die when reaching: -60.00 life Rings can have magical properties. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +21% Rings can have magical properties. |
Bleakbender BleakbenderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Changes damage: +6% darkness Physical save: +6 (+2 eff.) Life regen: +0.90 Maximum life: +52.00 Maximum stamina: +5.00 Healing mod.: +12% Rings can have magical properties. |
Camedan CamedanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Changes resistances: +21% acid Changes damage: +5% all Spellpower: +9 (+3 eff.) Mindpower: +11 (+4 eff.) See invisible: +6 Rings can have magical properties. |
Daguregodunatar the Prismdeath Daguregodunatar the PrismdeathPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +18% acid / +14% fire / +15% cold / +6% mind / +16% lightning Changes resistances penetration: +10% light / +5% mind Changes damage: +9% light Rings can have magical properties. |
Glolenne the steel ring Glolenne the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% nature / +9% mind Changes damage: +13% nature Physical save: +25 (+8 eff.) Disease immunity: +5% Teleport immunity: +15% Rings can have magical properties. |
Kindlebait the steel ring Kindlebait the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 mind / 4 fire Changes resistances: +12% fire Changes damage: +9% mind Maximum encumbrance: +25 Rings can have magical properties. |
rogue's steel ring of perseverance rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +24% Life regen: +0.90 Rings can have magical properties. |
steel ring 'Abysscrack' steel ring 'Abysscrack'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +30% fire Changes damage: +30% fire Rings can have magical properties. |
steel ring 'Darkmortal' steel ring 'Darkmortal'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid Changes resistances penetration: +10% darkness Changes damage: +12% acid / +3% darkness Light radius: +3 Rings can have magical properties. |
treant's steel ring of misery treant's steel ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +2 Cun Changes resistances: +5% nature / +6% blight Poison immunity: +14% Disease immunity: +12% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Charbender the gold ring Charbender the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Cun / +2 Dex Changes damage: +6% fire Maximum encumbrance: +28 Rings can have magical properties. |
Fuledrarion the Squalormonster Fuledrarion the SqualormonsterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes damage: +3% arcane Spell save: +3 (+1 eff.) Blindness immunity: +32% Maximum mana: +40.00 Maximum vim: +20.00 Infravision radius: +5 See stealth: +14 See invisible: +11 Damage Shield penetration: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +26 (+5 eff.) Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight / +28% nature / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +9% arcane / +14% nature / +14% all Spellpower: +28 (+10 eff.) Mindpower: +25 (+9 eff.) 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? |
Corruptionweeper the stralite ring Corruptionweeper the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +3 Cun Changes resistances: +18% acid / +22% fire / +17% cold / +6% nature / +20% lightning Changes resistances penetration: +10% arcane / +20% nature Stun/Freeze immunity: +32% Life regen: +3.10 Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 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 29%. Rings can have magical properties. |
Neranor the stralite ring Neranor the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str / +8 Mag Physical save: +20 (+6 eff.) Spell save: +16 (+5 eff.) Rings can have magical properties. |
Petrified Wood ring Petrified Wood ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Rings can have magical properties. |
Xerosenn XerosennCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes damage: +18% temporal Disarm immunity: +44% Pinning immunity: +37% Knockback immunity: +44% Maximum life: +37.00 Rings can have magical properties. |
pixie's stralite ring of misery pixie's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +11 Cun / +6 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +9 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
stralite ring of power stralite ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Spellpower: +12 (+4 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
Elyledara the Blazequench Elyledara the BlazequenchPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +10 Str / +8 Wil / +6 Cun / +9 Con Changes resistances: +48% darkness Changes resistances penetration: +10% darkness / +10% fire Changes damage: +18% darkness / +15% fire Mindpower: +12 (+4 eff.) Rings can have magical properties. |
Lightrip the voratun ring Lightrip the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Con Changes resistances: +13% blight / +28% cold / +14% nature / +3% mind Changes resistances penetration: +10% arcane / +15% light / +5% mind Changes damage: +14% cold Spell save: +17 (+6 eff.) Poison immunity: +30% Disease immunity: +17% Maximum stamina: +31.00 Light radius: +2 Rings can have magical properties. |
Strikebringer the voratun ring Strikebringer the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Con Changes resistances: +36% acid / +5% arcane / +10% nature / +15% blight Changes resistances penetration: +10% arcane Changes damage: +18% acid / +12% lightning Spell save: +18 (+6 eff.) Poison immunity: +21% Disease immunity: +23% Maximum stamina: +28.00 Rings can have magical properties. |
titan's voratun ring of tenacity titan's voratun ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Con Physical save: +14 (+4 eff.) Disarm immunity: +43% Pinning immunity: +40% Knockback immunity: +46% Maximum life: +40.00 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Blindshear' voratun ring 'Blindshear'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +9 Dex / +7 Wil / +15 Cun Changes resistances penetration: +20% darkness / +10% mind Mental save: +12 (+3 eff.) Confusion immunity: +43% Maximum psi: +20.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +2% Rings can have magical properties. |
voratun ring 'Kindleking' voratun ring 'Kindleking'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 54% chance to blind Damage when hit (Melee): 12 light Changes stats: +2 Str / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +5% light Blindness immunity: +43% Infravision radius: +6 See stealth: +22 See invisible: +25 Rings can have magical properties. |
voratun ring of tenacity voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Disarm immunity: +22% Pinning immunity: +36% Knockback immunity: +46% Maximum life: +50.00 Rings can have magical properties. |
Razorlock (129% power, 44 apr) Razorlock (129% power, 44 apr)Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 129% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +44 Physical crit. chance: +25.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+6 eff.) Fatigue: +13% Talent granted: +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
Spiderveil (150% power, 5 apr) Spiderveil (150% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 150% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +8 darkness Burst (radius 2) on crit: +10 fire Damage against: +12% Living When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% lightning / +18% fire Changes resistances penetration: +10% fire Global speed: +5% One-handed war axes. |
Grinder (144% power, 20 apr) Grinder (144% 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: 145% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +14.0% Attack speed: 100% Block value: +50 Lifesteal (this weapon only): +5% Damage (Melee): +10 % chance of gloom effects Attacks use: 1.0 Steam When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Fatigue: +10% Talent granted: +2 Block 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. |
stralite steamsaw 'Armukan' (136% power, 19 apr) stralite steamsaw 'Armukan' (136% power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 137% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +70 On weapon hit: * 20% chance to torment the target Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances: +12% acid Changes resistances penetration: +13% mind / +13% darkness Changes damage: +6% arcane Talent granted: +2 Block Spell save: +3 (+1 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Daimyruivon' (140% power, 19 apr) stralite steamsaw 'Daimyruivon' (140% power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 141% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +73 On weapon hit: * 18% chance to disease Damage (Melee): +10 light / +12 blight / +15 mind / +4 physical Burst (radius 1) on hit: +16 physical Damage against: +21% Undead Attacks use: 1.0 Steam When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Talent granted: +2 Block See invisible: +12 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Phoenixcrack' (135% power, 19 apr) stralite steamsaw 'Phoenixcrack' (135% power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 136% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +74 On weapon hit: * 40% chance to corrode armour On weapon crit: * wounds the target reducing their healing * cripple the target Burst (radius 2) on crit: +18 ice / +4 acid Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +19.0% Physical power: +7 (+1 eff.) Armour: +16 Defense: +8 (+4 eff.) Fatigue: +10% Damage when hit (Melee): 4 fire Changes resistances: +9% acid / +3% fire Changes resistances penetration: +9% cold Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Blindwell the voratun steamsaw (151% power, 25 apr) Blindwell the voratun steamsaw (151% 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: 152% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 111% Block value: +98 On weapon hit: * Random elemental explosion Damage (Melee): +19 mind / +4 light Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +13 Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +7 Dex Changes resistances: +6% acid / +6% fire / +2% physical Changes resistances penetration: +16% acid / +14% physical / +17% cold / +16% fire / +17% lightning Changes damage: +13% physical Talent granted: +3 Block Silence immunity: +10% Disarm immunity: +20% Light radius: +3 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Dethzaw (150% power, 27 apr) Dethzaw (150% power, 27 apr)Requires: - Strength 32 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stats: 50% Mag, 110% Str Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Physical crit. chance: +6.0% Attack speed: 100% Block value: +80 On weapon hit: * splashes acid on your target dealing 49 damage and reducing their armor On weapon crit: * deal a melee attack against all other enemies in a circle around you Attacks use: 1.0 Steam When wielded/worn: Armour: +15 Defense: +12 (+6 eff.) Fatigue: +9% Changes stats: +8 Cun / +10 Str Talent mastery: +0.30 Steamtech / Sawmaiming Talent granted: +3 Block Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Duathelripper the voratun steamsaw (149% power, 25 apr) Duathelripper the voratun steamsaw (149% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +94 Burst (radius 2) on crit: +29 ice Attacks use: 1.0 Steam When wielded/worn: Armour: +35 Armour Hardiness: +10% Defense: +10 (+5 eff.) Fatigue: +12% Damage when hit (Melee): 4 darkness / 4 blight Changes resistances: +18% blight / +20% physical / +20% nature / +15% darkness Changes resistances penetration: +15% cold / +20% darkness / +10% light Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Fulintir the Bleakmarrow (151% power, 25 apr) Fulintir the Bleakmarrow (151% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 152% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon hit: * 20% chance to inflict damage reduction * 30% chance to disease Damage (Melee): +34 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +4 Mag Talent granted: +3 Block Spell save: +6 (+2 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Gogahad (166% power, 32 apr) Gogahad (166% power, 32 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: 166% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon hit: * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +41% Damage (Melee): +16 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances penetration: +5% blight / +5% mind Changes damage: +6% blight Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Morningusher (167% power, 25 apr) Morningusher (167% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 168% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +97 Burst (radius 1) on hit: +12 light Attacks use: 1.0 Steam When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +17 Armour Hardiness: +10% Defense: +25 (+11 eff.) Fatigue: +12% Damage when hit (Melee): 8 light Changes stats: +1 Str / +3 Con Changes resistances: +3% light / +19% physical Changes resistances penetration: +10% acid Changes damage: +18% acid Talent granted: +3 Block Reduces incoming crit damage: 10.00% Disarm immunity: +50% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Rainsaw (150% power, 25 apr) Rainsaw (150% 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: 151% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Effects when hit in melee: * 40% chance to blind Changes stats: +6 Mag / +6 Con Changes resistances: +20% light / +18% physical Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Talents granted: +1 Ward +3 Block Critical mult.: +15.00% Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Sunmight (148% power, 25 apr) Sunmight (148% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon hit: * 51% chance to blind Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Damage when hit (Melee): 12 acid Changes stats: +1 Str Changes resistances: +6% acid / +20% light / +15% darkness Changes damage: +6% acid / +9% light Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Hettygarak' (169% power, 25 apr) voratun steamsaw 'Hettygarak' (169% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 169% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +100 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +1.0% Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +3 Str / +2 Dex Changes damage: +8% physical Talent granted: +3 Block Physical save: +25 (+8 eff.) Stamina when hit: +0.90 Maximum stamina: +5.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Shadowbutcher' (150% power, 25 apr) voratun steamsaw 'Shadowbutcher' (150% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +97 On weapon hit: * 40% chance to cause random gloom On weapon crit: * cripple the target Burst (radius 1) on hit: +8 darkness Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +15.0% Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +9% mind Changes damage: +3% mind Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
stralite mail armour 'Berorin' (4 def, 13 armour) stralite mail armour 'Berorin' (4 def, 13 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +22 (+4 eff.) Armour: +13 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +12 Str / +11 Mag / +7 Wil / +1 Cun / +5 Con Changes resistances: +14% lightning / +12% cold / +10% acid Changes damage: +6% temporal Allows you to breathe in: water Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Maximum life: +50.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +8% Mindpower: +19 (+7 eff.) Mental crit. chance: +7% Infravision radius: +2 A suit of armour made of mail. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+11 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+5 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
voratun plate armour 'Yaribar' (9 def, 16 armour) voratun plate armour 'Yaribar' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+5 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 arcane Changes stats: +11 Str / +12 Con Changes resistances: +30% acid / +32% physical / +3% temporal / +28% fire / +25% lightning / +56% cold Changes resistances penetration: +5% arcane / +15% acid Talent cooldown: Rush (-10 turns) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Disarm immunity: +80% Stun/Freeze immunity: +80% Knockback immunity: +79% Life regen: +0.00 Maximum mana: +60.00 A suit of armour made of metal plates. |
hardened leather belt 'Ravennaught' hardened leather belt 'Ravennaught'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +8 Dex / +3 Wil / +8 Cun / +7 Lck Changes resistances: +12% darkness Changes resistances penetration: +5% lightning Reduced damage from: +27% Summoned Trap disarming bonus: +11 Stealth bonus: +6 Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Infravision radius: +4 A belt that goes around your waist. |
Cuthathel the drakeskin leather belt Cuthathel the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Armour: +13 Defense: +12 (+6 eff.) Changes stats: +4 Str / +10 Con Changes damage: +3% temporal Physical save: +33 (+11 eff.) Mental save: +14 (+3 eff.) Life regen: +0.80 Only die when reaching: -40.00 life Maximum stamina: +15.00 Mindpower: +7 (+3 eff.) Healing mod.: +5% Size category: +1 A belt that goes around your waist. |
Polenn the Sewerwinter Polenn the SewerwinterCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 30% chance to disease Changes stats: +5 Wil Changes resistances: +18% blight / +14% fire / +14% cold Changes resistances penetration: +5% nature Changes damage: +3% blight / +3% fire / +6% nature Spell save: +15 (+5 eff.) Mental save: +13 (+3 eff.) Maximum life: +105.00 Size category: +1 A belt that goes around your waist. |
Brandtrail the cashmere cloak (12 def, 5 armour) Brandtrail the cashmere cloak (12 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Armour: +5 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +0% lightning / +10% temporal / +15% darkness / +9% fire / +9% mind Changes resistances penetration: +5% fire Physical save: +13 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +14 (+3 eff.) Stun/Freeze immunity: +0% Defense after a teleport: +19 Resist all after a teleport: +12% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Adydamina' (2 def, 0 armour) cashmere cloak 'Adydamina' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +7% acid / +16% fire / +7% lightning / +7% cold Changes resistances penetration: +5% physical Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Nynarivor the Dawntrial (0 def, 5 armour) Nynarivor the Dawntrial (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 light Changes resistances: +15% fire / +15% cold Changes damage: +9% light Spell save: +26 (+9 eff.) Silence immunity: +43% Confusion immunity: +38% Stun/Freeze immunity: +46% Mana when firing critical spell: +4.00 Spellpower: +10 (+4 eff.) Movement speed: +20% A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots (0 def, 4 armour) wanderer's pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Con Physical save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent 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 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! |
drakeskin leather gloves 'Nerydhena' (0 def, 3 armour) drakeskin leather gloves 'Nerydhena' (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Changes stats: +2 Cun / +3 Dex Changes resistances: +9% acid Changes resistances penetration: +20% acid Physical save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +50% Life regen: +4.00 Stamina each turn: +2.00 Mana each turn: +0.36 Maximum stamina: +37.00 Spellpower: +14 (+5 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +19 arcane / +12 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Xuwen the dwarven-steel gauntlets (0 def, 6 armour) Xuwen the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 14 darkness Changes stats: +5 Mag / +4 Con Changes resistances: +3% fire / +11% darkness / +6% arcane Changes damage: +3% blight / +8% darkness / +8% arcane Physical save: +21 (+7 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+1 eff.) Cut immunity: +5% Disarm immunity: +43% Teleport immunity: +10% When used to modify unarmed attacks: Power: 116% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 10% chance to inflict damage reduction Damage (Melee): +19 physical / +13 arcane Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +11 arcane Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+4 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 60% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 70.06 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+7 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
elven-silk wizard hat 'Ivalesewe' (3 def, 0 armour) elven-silk wizard hat 'Ivalesewe' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +1 Cun Changes resistances: +3% blight / +22% light / +38% mind Changes damage: +15% light / +38% mind Physical save: +11 (+3 eff.) Mental save: +25 (+6 eff.) Disarm immunity: +25% Maximum hate: +6.00 Maximum psi: +23.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Cametar (7 def, 8 armour) Cametar (7 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +8 Defense: +7 (+4 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to disease Effects when hit in melee: * 17% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes stats: +4 Cun Changes resistances penetration: +5% arcane Stamina when hit: +1.90 Equilibrium when hit: +2.60 Infravision radius: +3 A hat made of leather. Very stylish. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +0 Cun / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Silence immunity: +0% Light radius: +0 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Chalygachik the Radianceknight (12 def, 17 armour) Chalygachik the Radianceknight (12 def, 17 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +17 Defense: +12 (+6 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 light Changes stats: +11 Cun Changes resistances: +21% cold Changes resistances penetration: +10% mind Changes damage: +12% blight / +9% mind Allows you to breathe in: water Critical mult.: +5.00% Infravision radius: +8 Heals friendly targets nearby when you use a nature summon: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 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. |
3 diamond 3 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl 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 Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2016 alchemist agate 2016 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. |
Sepsisreeve the brass lantern Sepsisreeve the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +1 Wil Changes resistances penetration: +5% mind / +25% nature / +7% all Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Brightgrinder' alchemist's lamp 'Brightgrinder'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 12 light Changes stats: +1 Dex / +3 Con Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +14 (+3 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Glarewaker the dwarven lantern Glarewaker the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 light Changes stats: +9 Mag / +10 Wil / +3 Cun Changes resistances: +9% light Changes resistances penetration: +10% fire / +14% all Changes damage: +6% light Critical mult.: +18.00% Spellpower: +17 (+6 eff.) Light radius: +9 Infravision radius: +1 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Manygostir the dwarven lantern Manygostir the dwarven lanternInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +10 Con Changes resistances: +27% blight / +6% mind Physical save: +13 (+4 eff.) Poison immunity: +5% Cut immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +10% Life regen: +10.80 Light radius: +4 Healing mod.: +16% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent air recycler potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
potent second skin potent second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +8 Physical crit. chance: +8.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapple dwarven steel grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap dwarven steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +18% lightning Stun/Freeze immunity: +30% Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
great fungal web great fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
great second skin great second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Tinkers can be attached to normal items to improve them with steam power! |
stralite grapple stralite grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser stralite kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +16 Physical crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
perfect ablative armour perfect ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lens perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injector perfect viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
perfect waterproof coating perfect waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +25% nature / +25% cold Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 39] powerful fiery salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 212% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (39% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 39] powerful frost salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 212% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (39% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful water salve [power 39] powerful water salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 212% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (39% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 556] great healing salve [power 556]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 212% efficiency and 59% cooldown modifier. It can be used to heal 556, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great pain suppressor salve [power 484] great pain suppressor salve [power 484]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 212% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -484 life and reduces all damage by 22% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing fiery salve [power 54] amazing fiery salve [power 54]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (54% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 54] amazing frost salve [power 54]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (54% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 646] amazing healing salve [power 646]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 59% cooldown modifier. It can be used to heal 646, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 565] amazing pain suppressor salve [power 565]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -565 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 unstoppable force salve [power 224] amazing unstoppable force salve [power 224]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 224 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 54] amazing water salve [power 54]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (54% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Wretchgash (dig speed 16 turns) Wretchgash (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 acid / 8 nature Changes stats: +2 Str Changes resistances: +9% nature Changes resistances penetration: +16% physical Changes damage: +6% nature / +6% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Isylle the voratun pickaxe (dig speed 12 turns) Isylle the voratun pickaxe (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +14 Changes stats: +4 Cun / +9 Str Changes resistances penetration: +10% arcane Physical save: +13 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +13 (+3 eff.) Mana each turn: +0.12 Vim when firing critical spell: +3.00 Maximum life: +78.00 Maximum mana: +60.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+6 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 1.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 638.42 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 579.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
steel torque of psychoportation 'Shockbone' [power 28] (30 cooldown) steel torque of psychoportation 'Shockbone' [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind / 4 lightning Changes resistances: +3% blight / +3% mind Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +25% lightning Changes damage: +6% mind / +3% lightning Talent cooldown: Silence (+10 turn) Talents granted: +1 Ward +6 Silence It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
psionic voratun torque of psychoportation [power 66] (30 cooldown) psionic 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 psi. Torques are made by powerful psionics to store psionic powers. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By OrSaw the Ogre Sawbutcher level 32
48th Regrowth 123rd year of Ascendancy at 21:47 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By OrSaw the Ogre Sawbutcher level 49
45th Dusk 123rd year of Ascendancy at 06:09 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By OrSaw the Ogre Sawbutcher level 31
47th Regrowth 123rd year of Ascendancy at 04:33 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By OrSaw the Ogre Sawbutcher level 38
26th Pyre 123rd year of Ascendancy at 20:04 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By OrSaw the Ogre Sawbutcher level 35
12nd Pyre 123rd year of Ascendancy at 00:32 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By OrSaw the Ogre Sawbutcher level 17
54th Dusk 122nd year of Ascendancy at 14:22 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By OrSaw the Ogre Sawbutcher level 34
8th Pyre 123rd year of Ascendancy at 10:24 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By OrSaw the Ogre Sawbutcher level 48
31st Dusk 123rd year of Ascendancy at 19:57 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By OrSaw the Ogre Sawbutcher level 39
38th Pyre 123rd year of Ascendancy at 09:48 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By OrSaw the Ogre Sawbutcher level 50
31st Haze 123rd year of Ascendancy at 16:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By OrSaw the Ogre Sawbutcher level 21
36th Haze 122nd year of Ascendancy at 13:46 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By OrSaw the Ogre Sawbutcher level 28
11st Regrowth 123rd year of Ascendancy at 22:23 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By OrSaw the Ogre Sawbutcher level 50
57th Dusk 123rd year of Ascendancy at 19:14 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By OrSaw the Ogre Sawbutcher level 25
2nd Allure 123rd year of Ascendancy at 14:05 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By OrSaw the Ogre Sawbutcher level 10
6th Dusk 122nd year of Ascendancy at 18:25 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By OrSaw the Ogre Sawbutcher level 20
29th Haze 122nd year of Ascendancy at 02:08 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By OrSaw the Ogre Sawbutcher level 30
17th Regrowth 123rd year of Ascendancy at 05:58 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By OrSaw the Ogre Sawbutcher level 40
46th Pyre 123rd year of Ascendancy at 03:35 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By OrSaw the Ogre Sawbutcher level 50
54th Dusk 123rd year of Ascendancy at 17:51 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By OrSaw the Ogre Sawbutcher level 50
56th Dusk 123rd year of Ascendancy at 17:01 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By OrSaw the Ogre Sawbutcher level 50
30th Haze 123rd year of Ascendancy at 10:41 see stats
Portal master (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By OrSaw the Ogre Sawbutcher level 50
31st Haze 123rd year of Ascendancy at 16:06 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By OrSaw the Ogre Sawbutcher level 43
61st Pyre 123rd year of Ascendancy at 08:29 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By OrSaw the Ogre Sawbutcher level 17
65th Dusk 122nd year of Ascendancy at 01:48 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By OrSaw the Ogre Sawbutcher level 39
45th Pyre 123rd year of Ascendancy at 02:29 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By OrSaw the Ogre Sawbutcher level 30
44th Regrowth 123rd year of Ascendancy at 23:08 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By OrSaw the Ogre Sawbutcher level 35
8th Pyre 123rd year of Ascendancy at 17:33 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By OrSaw the Ogre Sawbutcher level 24
6th Decay 122nd year of Ascendancy at 16:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By OrSaw the Ogre Sawbutcher level 10
7th Dusk 122nd year of Ascendancy at 10:58 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By OrSaw the Ogre Sawbutcher level 50
56th Dusk 123rd year of Ascendancy at 21:13 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By OrSaw the Ogre Sawbutcher level 48
42nd Dusk 123rd year of Ascendancy at 12:12 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By OrSaw the Ogre Sawbutcher level 11
10th Dusk 122nd year of Ascendancy at 07:59 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By OrSaw the Ogre Sawbutcher level 44
65th Pyre 123rd year of Ascendancy at 09:28 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By OrSaw the Ogre Sawbutcher level 27
9th Allure 123rd year of Ascendancy at 11:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By OrSaw the Ogre Sawbutcher level 17
54th Dusk 122nd year of Ascendancy at 14:22 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By OrSaw the Ogre Sawbutcher level 30
45th Regrowth 123rd year of Ascendancy at 14:24 see stats
Log
You gain 6.85 gold from the melting of balanced iron greatsword of the mystic (110% power, 1 apr).
You collect a new ingredient: lump of voratun (1).
You gain 9.23 gold from the melting of balanced voratun greatmaul of erosion (175% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of voratun battleaxe 'Getista' (171% power, 4 apr).
You collect a new ingredient: lump of steel (1).
You gain 1.25 gold from the melting of steel battleaxe of amnesia (123% power, 2 apr).
You gain 20.01 gold from the melting of void walker's dragonbone starstaff of might (136% power, 6 apr, physical element).
You gain 16.08 gold from the melting of magewarrior's short dragonbone starstaff of illumination (136% power, 6 apr, darkness element).
You gain 11.22 gold from the melting of infernal dragonbone vilestaff (136% power, 6 apr, fire element).
You collect a new ingredient: stack of herbs (goldleaf) (2).
You gain 4.00 gold from the melting of schematic: Explosive Shell.
You gain 0.62 gold from the melting of teleportation rune (range 86).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is an item here: Fist of the Destroyer (8 def, 0 armour)
Ran for 11 turns (stop reason: object seen).
Saving done.
Hotkey page 4 is now displayed.
Hotkey page 5 is now displayed.
Hotkey page 1 is now displayed.
OrSaw deactivates Furnace.
OrSaw deactivates Grinding Shield.
OrSaw deactivates Tempest of Metal.
OrSaw deactivates Chant of Fortress.
OrSaw deactivates Mow Down.
OrSaw deactivates Melting Point.
OrSaw deactivates Overheat Saws.
