Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dark Priest 1.4.4Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons http://te4.org/games/addons/tome/more-exotic-weapons - Effigy's Unlock Exotic Mastery http://te4.org/games/addons/tome/unlock-exotic Thanks to you guys. 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:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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:
Items Vault 1.4.8Donators/Buyers bonus! Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Orcs |
Mode | Normal Exploration |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 50 / 1060% |
Size | huge |
Lifes / Deaths | Killed by Binon the human at level 14 on the 21st Revenge 124th year of Ascendancy at 10:24 / 1 |
Primary Stats
Strength | 150 (base 60) |
Dexterity | 90 (base 60) |
Constitution | 99 (base 60) |
Magic | 81 (base 60) |
Willpower | 92 (base 60) |
Cunning | 113 (base 60) |
Resources
Life | 4926/4926 |
Mana | 1264/1264 |
Stamina | 932/932 |
Healing Factor | 1.14 |
Regeneration | 27.9414 |
Speed
Mental | +63.2% |
Attack | +63.2% |
Movement | +196% |
Spell | +63.2% |
Global | +139.1% |
Vision
Sight | 10 |
Lite | -1 |
Infravision | 9 |
See Stealth | 34.627291585989 |
See Invisible | 63.265725404858 |
ESP Range | 20 |
ESP Kinds | humanoid, dragon, giant |
Offense: Mainhand
Damage | 318 |
Accuracy | 78 |
Crit Chance | 122% |
APR | 65 |
Speed | 0.61 |
Offense: Offhand
Damage | 160 |
Accuracy | 78 |
Crit Chance | 122% |
APR | 65 |
Speed | 0.61 |
Offense: Spell
Spellpower | 96 |
Crit Chance | 100% |
Speed | 0.61274509803922 |
Offense: Mind
Mindpower | 117 |
Crit Chance | 99% |
Speed | 0.61274509803922 |
Offense: Damage Bonus
All | +10% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 84.45 (90.416666666667%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 58 |
Mental Save | 60 |
Defense: Resistances
All | + 39%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 0% |
Confusion Resistance | 100% |
Knockback Resistance | 50% |
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 170% efficiency and cooldown mod of 68%. 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 188% efficiency and cooldown mod of 65%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. |
Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 5 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 108.02 to 324.06 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Battlefield management | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Butchery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Battle machinery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automated butchery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Mow Down |
talent | Overheat Saws |
talent | Melting Point |
talent | Keen Senses |
talent | Daunting Presence |
talent | Grinding Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Talent granted: +2 Rocket Boots Pinning immunity: +50% Steampower: +3 (+0 eff.) These boots have a 5% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (148 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (249 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 11 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | pouch of voratun shots of torment (22/22, 52.5-63 power, 6 apr) pouch of voratun shots of torment (22/22, 52.5-63 power, 6 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to torment the target Damage (Melee): +9 mind / +12 darkness Damage (Ranged): +9 mind / +12 darkness When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Isserolen the alchemist's lamp Isserolen the alchemist's lampInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Wil / +3 Con Changes resistances: +10% blight Changes resistances penetration: +5% arcane / +10% temporal Changes damage: +20% darkness Spell save: +20 (+6 eff.) Mental save: +17 (+4 eff.) Life regen: +3.20 Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +4 (+0 eff.) Mental crit. chance: +6% Light radius: -1 Infravision radius: +8 See stealth: +13 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Cap of the Undisturbed Mind (-10 def, 4 armour) Cap of the Undisturbed Mind (-10 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Armour: +4 Defense: -10 (-4 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% arcane / +10% cold / +10% darkness / +4% all Mental save: +12 (+3 eff.) Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
On hands | heroic dwarven-steel gauntlets of sorrow (0 def, 8 armour) heroic dwarven-steel gauntlets of sorrow (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 20 mind / 21 darkness Talent granted: +5 Hand Cannon Mental save: -7 (-2 eff.) Maximum life: +49.00 Mindpower: +5 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +3 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | Wretchwhisper WretchwhisperPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +9 Mag Changes resistances penetration: +20% nature Changes damage: +18% nature / +3% darkness Spell save: +18 (+5 eff.) Rings can have magical properties. |
On fingers | sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +6 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Gardanion, the Light of God Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+5 eff.) Spellpower: +40 (+8 eff.) Mindpower: +40 (+6 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+8 eff.) "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
In main hand | elemental voratun steamsaw of crippling (38.5-57.75 power, 25 apr) elemental voratun steamsaw of crippling (38.5-57.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stats: 30% Wil, 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: * Random elemental explosion * chills your foe dealing 41 damage and slowing them by one tenth of a turn On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +9.0% Armour: +7 Defense: +11 (+3 eff.) Fatigue: +12% Changes resistances penetration: +11% acid / +10% fire / +12% lightning / +10% cold 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! |
Around waist | monstrous drakeskin leather belt of the vagrant monstrous drakeskin leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +4 Changes stats: +4 Str / +8 Con Changes resistances: +4% all Physical save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Mindpower: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | caustic voratun steamsaw of nature (39.5-59.25 power, 25 apr) caustic voratun steamsaw of nature (39.5-59.25 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.2 Uses stats: 30% Wil, 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: +103 On weapon hit: * 27% chance to corrode armour * splashes acid on your target dealing 77 damage and reducing their armor Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Fatigue: +12% Changes resistances: +7% all Changes resistances penetration: +12% acid / +13% nature Talent granted: +3 Block Life regen: +1.50 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! |
Cloak | murderer's linen cloak of the guardian (7 def, 4 armour) murderer's linen cloak of the guardian (7 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Armour: +4 Defense: +7 (+2 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +18% lightning Physical save: +10 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+3 eff.) Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +19 Str / +13 Dex / +13 Mag / +19 Wil / +17 Cun / +13 Con / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
steam generator implant (steam 13) steam generator implant (steam 13)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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
cleansing infusion of the sneak (163 manaburn damage) cleansing infusion of the sneak (163 manaburn damage)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: 6 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to cleanse magic from the target, doing 163.00 manaburn damage, and dispelling a magical effect from the target. 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. |
healing infusion (heal 25) healing infusion (heal 25)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 instantly heal yourself for 25 and cleanse 1 wound and poison effect. 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 warrior (841% speed; 5 turns) movement infusion of the warrior (841% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 841% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
oxygen infusion of the duelist (stamina 220 over 10 turns) oxygen infusion of the duelist (stamina 220 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 220 stamina and air over 10 turns. 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. |
oxygen infusion of the titan (stamina 233 over 10 turns) oxygen infusion of the titan (stamina 233 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 233 stamina and air over 10 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. |
oxygen infusion of the wizard (stamina 193 over 10 turns) oxygen infusion of the wizard (stamina 193 over 10 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 193 stamina and air over 10 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 534 over 5 turns) regeneration infusion of the psychic (heal 534 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 534 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
vine lasso infusion of the psychic (3 turns, 102 physical damage) vine lasso infusion of the psychic (3 turns, 102 physical damage)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: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 3 turns. The grab will also deal 102.20 physical damage per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 25%; cure magical, physical) wild infusion of the warrior (resist 25%; cure magical, 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 magical or physical effect and reduce all damage taken by 25% for 4 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. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. 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. |
controlled phase door rune of the wizard (range 14) controlled phase door rune of the wizard (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
enchantment rune of the wizard (+32 for 9 turns) enchantment rune of the wizard (+32 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 32 and adds 35 arcane damage to all your hits. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 13 for 7 turns) invisibility rune (power 13 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
invisibility rune of the warrior (power 20 for 4 turns) invisibility rune of the warrior (power 20 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to become invisible (power 20) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
lightning rune (207 lightning damage) lightning rune (207 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 69.30 to 207.90 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
lightning rune (218 lightning damage) lightning rune (218 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 72.97 to 218.90 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
lightning rune of the titan (251 lightning damage) lightning rune of the titan (251 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 83.67 to 251.02 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the psychic (205 arcane damage) magic missile rune of the psychic (205 arcane damage)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: 5 Cooldown: 24 Travel Speed: 600% of base Usage Speed: Spell (61% of a turn) Is: a spell Description: Fires a Magic Missile that does 205 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1183% regen over 10 turns; 59 instant mana) manasurge rune of the wizard (1183% regen over 10 turns; 59 instant mana)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: 25 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1183% for 10 turns and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 14; power 22; dur 5) phase door rune (range 14; power 22; dur 5)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: 8 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
phase door rune (range 7; power 15; dur 4) phase door rune (range 7; power 15; dur 4)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: 10 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
shielding rune (absorb 239 for 6 turns) shielding rune (absorb 239 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 659 for 8 turns) shielding rune of the psychic (absorb 659 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 659 damage for 8 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 26) teleportation rune (range 26)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. 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. |
teleportation rune of the wizard (range 110) teleportation rune of the wizard (range 110)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 110 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Air Recycler schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell 4 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field 3 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens 3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve 3 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap 2 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve 3 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip 3 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell 3 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor Edge 4 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree 2 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple 2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw 3 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+1 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 17 power out of 50/50) : Effective talent level: 1.0 Power cost: 17 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 53.81 to 161.43 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
serendipitous gold amulet of murder serendipitous gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Defense: +7 (+2 eff.) Changes stats: +8 Lck Critical mult.: +13.00% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
starseer's steel amulet of the eclipse starseer's steel amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 7% chance to inflict damage reduction * 6% chance to blind Changes stats: +2 Mag Changes damage: +4% temporal / +5% physical / +10% light / +10% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Elemental Fury Elemental FuryRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
Ring of Lost Love Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Singewend SingewendInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour * 10% chance to disease Damage when hit (Melee): 4 fire Changes resistances: +38% fire Changes resistances penetration: +15% blight / +10% fire Changes damage: +6% blight / +19% fire Rings can have magical properties. |
gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
pixie's voratun ring of time (+14%) pixie's voratun ring of time (+14%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +5 Mag Changes resistances: +14% temporal Changes damage: +14% temporal Spellpower: +10 (+2 eff.) Rings can have magical properties. |
rogue's stralite ring of arcana(+0.11/turn) rogue's stralite ring of arcana(+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Silence immunity: +34% Mana each turn: +0.11 Rings can have magical properties. |
titan's gold ring of perseverance titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.20 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
wizard's steel ring wizard's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
Ivory Carver (30-45 power, 20 apr) Ivory Carver (30-45 power, 20 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 light When wielded/worn: Accuracy: +10 (+3 eff.) Carved from the horn of a strange beast from distant Tar'Eyal, this bright white battleaxe seems to cut through metal with ease. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 20 power out of 35/35) : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 329.09 fire damage, and flames will be left dealing a further 77.01 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 30% Wil, 100% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 30% Wil, 105% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 22.51 acid and 22.51 blight damage. If not cleared after five turns it will inflict 127.80 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 30% Wil, 45% Str, 55% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
plaguebringer's dwarven-steel dagger of massacre (21-27.3 power, 7 apr) plaguebringer's dwarven-steel dagger of massacre (21-27.3 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 9% chance to disease Damage (Melee): +8 blight When wielded/worn: Disease immunity: +16% Sharp, short and deadly. |
Burning Rage (70-105 power, 6 apr) Burning Rage (70-105 power, 6 apr)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 89% Wil, 50% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +100 fire burn Damage conversion: 50% dreamforge When wielded/worn: Defense: -5 (-2 eff.) Changes damage: +20% physical / +20% mind / +20% fire Critical mult.: +40.00% This stralite maul was forged with pure rage. What the rage was about is lost, but the rage still lingers. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 30% Wil, 114% Str, 50% Mag, 20% Con Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 105 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 17 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Crescent Moon's Blade (60-96 power, 22 apr) Crescent Moon's Blade (60-96 power, 22 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Moonlight Ray (10% chance level 5). When wielded/worn: Changes stats: +8 Mag / +4 Cun / +6 Con Changes damage: +10% cold / +10% darkness / +10% light Talent mastery: +0.20 Celestial / Wintertide Talents cooldown: Crescent Strike (-1 turn) Moonsilver Blade (-1 turn) This blade is as much sickle as it is sword, and glows with the light of the moon. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 30% Wil, 50% Mag, 129% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Haludradan (25-40 power, 2 apr) Haludradan (25-40 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +10 blight / +10 darkness / +16 temporal Damage against: +7% Living When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 9 temporal Changes stats: +1 Wil Changes resistances: +12% temporal Maximum encumbrance: +30 Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+1 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Astral Blade (20-28 power, 5 apr) Astral Blade (20-28 power, 5 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +4 Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 30% Wil, 70% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 125.19 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Punae's Blade (46-64.4 power, 4 apr) Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 30% Wil, 70% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
caustic voratun longsword of torment (42.5-59.5 power, 6 apr) caustic voratun longsword of torment (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 32% chance to corrode armour * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +14% acid / +10% mind / +9% darkness Life regen: +1.80 Sharp, long, and deadly. |
elemental voratun longsword of corruption (43.5-60.9 power, 6 apr) elemental voratun longsword of corruption (43.5-60.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target When wielded/worn: Changes resistances penetration: +17% acid / +13% fire / +12% lightning / +13% cold Sharp, long, and deadly. |
quick stralite mace of evisceration (37.5-52.5 power, 5 apr) quick stralite mace of evisceration (37.5-52.5 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Changes stats: +2 Dex Blunt and deadly. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Lightning Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Wolf Moon (30-33 power, 40 apr, nature damage) Wolf Moon (30-33 power, 40 apr, nature damage)Requires: - Cunning 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 30.0 - 33.0 Uses stats: 50% Wil, 50% Mag, 60% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% darkness When wielded/worn: Changes stats: +9 Cun Changes resistances: +25% light / +25% darkness Talent masteries: +0.20 Wild-curse / Wolf aspect +0.20 Celestial / Hymns Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Infravision radius: +5 Talent on hit(nature): Moonlight Ray (10% chance level 5). This mindstar reminds you of the colour of a rising moon, or a wolf's eyes. Touching it makes you want to howl to the moon. |
Mana Rift (24.5-31.85 power, 9 apr) Mana Rift (24.5-31.85 power, 9 apr)Requires: - Magic 38 - Dexterity 38 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 5 Base power: 24.5 - 31.9 Uses stats: 30% Wil, 95% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% arcane / +15% lightning Changes damage: +30% arcane / +30% lightning Talent cooldown: Arc Rift (-6 turns) Critical mult.: +50.00% Mana each turn: +5.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +15% More of a rift to the aether than a physical blade. You fear the power that pours through might overwhelm you. |
Rimeblade (10-13 power, 6 apr) Rimeblade (10-13 power, 6 apr)Requires: - Magic 14 - Dexterity 14 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 2 Base power: 10.0 - 13.0 Uses stats: 30% Wil, 95% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances penetration: +10% physical / +10% cold Changes damage: +15% physical / +15% cold Spell crit. chance: +6% This surprisingly sharp blade appears to be a naturally formed icicle. |
Alchemist's Sling Alchemist's SlingRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +10 Dex Changes resistances: +20% fire Changes damage: +20% fire Talent masteries: +0.20 Spell / Explosive admixtures +0.20 Spell / Fire alchemy Spellpower: +20 (+4 eff.) Can use alchemist's gems as ammo. Slightly charred and smells like brimstone. A bit like that halfling hermit. |
Apprentice Staff (10-12 power, 0 apr, arcane element) Apprentice Staff (10-12 power, 0 apr, arcane element)Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +10% fire / +10% arcane / +10% cold Changes damage: +10% lightning / +10% fire / +10% arcane / +10% cold Talent masteries: +0.20 Spell / Ordered hedgemagic +0.20 Spell / Force Talent granted: +1 Command Staff Spellpower: +5 (+1 eff.) Spell crit. chance: +0% A staff that has been carefully constructed for novices of the Art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 180% Mag, 30% Wil Damage type: Gravity pin Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+5 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 8 power out of 14/14) : Effective talent level: 3.0 Power cost: 8 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 180.74 physical (gravity) damage. Each target moved beyond the first increases the damage by 22.59 (up to a maximum of 90.37 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element) Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stats: 200% Mag, 30% Wil Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+5 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 9 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Creation (30-36 power, 6 apr, nature element) Staff of Creation (30-36 power, 6 apr, nature element)Requires: - Magic 36 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 30% Wil Damage type: Nature Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Attack speed: 100% When wielded/worn: Changes damage: +30% nature Talent masteries: +0.20 Spell / Aegis +0.20 Wild-gift / Call of the wild Spellpower: +30 (+6 eff.) Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +50 Talent on hit(spell): Slime Spit (10% chance level 4). Talent on hit(nature): Sudden Growth (10% chance level 4). A sturdy elvenwood stave covered in small buds, ready to burst. The energy of the stave feels like the start of Spring. |
Annihilator AnnihilatorRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc ExpellerRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns) A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc ExpellerRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns) A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc ExpellerRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns) A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Dreamweaver DreamweaverRequires: - Willpower 18 - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Mindpower: +15 (+2 eff.) Mental crit. chance: +7% Steampower: +5 (+1 eff.) It can be used to throw the gun and cause it to explode, dealing by 355 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns, costing 12 power out of 20/20. This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
Golden Gun Golden GunRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +0.0% Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * every third hit always crits. Travel speed: +600% Attacks use: 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Salogalrassra the Cinderwish Salogalrassra the CinderwishRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 On weapon hit: * 40% chance to gain 10% of a turn Travel speed: +600% Burst (radius 2) on crit: +2 temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +19.0% Changes resistances: +5% arcane Changes resistances penetration: +14% physical Changes damage: +15% fire Damage Shield penetration: +33% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Talosis' Counterpoint Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Thoughtcaster ThoughtcasterRequires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 128.70 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+2 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Mirrorazor (35-52.5 power, 23 apr) Mirrorazor (35-52.5 power, 23 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 35.0 - 52.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Physical crit. chance: +5.0% Attack speed: 100% Block value: +60 When this weapon hits: Turn Back the Clock (8% chance level 2). Damage conversion: 50% temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +20 (+6 eff.) Fatigue: +8% Changes resistances: +15% temporal Talent granted: +2 Block Activating this item is instant. It can be used to 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated)., costing 17 power out of 30/30. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
Overcutter (13-19.5 power, 12 apr) Overcutter (13-19.5 power, 12 apr)Requires: - Strength 20 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 1 It must be held with both hands. It can be used as a weapon and offhand. Base power: 13.0 - 19.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +2.0% Attack speed: 100% Block value: +70 Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Fatigue: +10% Talent granted: +2 Block Earlier steamsaws were notably not meant to be used with one hand. |
The Twisted Blade (50-75 power, 24 apr) The Twisted Blade (50-75 power, 24 apr)Requires: - Dexterity 27 - Talent Steam Pool Powered by unknown forces 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. Base power: 50.0 - 75.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% Block value: +150 On weapon kill: * Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +10% Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +14 (+4 eff.) Fatigue: +15% Talent granted: +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
Veliba (41.5-62.25 power, 25 apr) Veliba (41.5-62.25 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.5 - 62.2 Uses stats: 30% Wil, 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: +101 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +2 Dex Changes resistances penetration: +5% mind Changes damage: +12% physical Talent granted: +3 Block Maximum life: +100.00 Healing mod.: +20% 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! |
elemental dwarven-steel steamsaw (20-30 power, 14 apr) elemental dwarven-steel steamsaw (20-30 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.0 - 30.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +45 On weapon hit: * Random elemental explosion Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances penetration: +13% acid / +7% fire / +9% lightning / +7% 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! |
plaguebringer's dwarven-steel steamsaw of amnesia (20-30 power, 14 apr) plaguebringer's dwarven-steel steamsaw of amnesia (20-30 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.0 - 30.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +47 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 5% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +10 blight Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Disease immunity: +13% 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! |
Dagasus the Nightroar (20-28 power, 4 apr) Dagasus the Nightroar (20-28 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +34 insidious poison / +4 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% darkness / +20% mind One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
elemental dwarven-steel waraxe of massacre (29.5-41.3 power, 4 apr) elemental dwarven-steel waraxe of massacre (29.5-41.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.5 - 41.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +9% acid / +9% fire / +9% lightning / +9% cold One-handed war axes. |
stralite waraxe 'Blindseam' (33-46.2 power, 5 apr) stralite waraxe 'Blindseam' (33-46.2 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 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: * 40% chance to blind On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+2 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +6% fire / +3% cold Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +10% One-handed war axes. |
thunderous voratun waraxe of evisceration (42-58.8 power, 6 apr) thunderous voratun waraxe of evisceration (42-58.8 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 22% chance to daze On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +10.0% Physical power: +9 (+1 eff.) Changes stats: +3 Str / +2 Dex / +1 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +12% lightning One-handed war axes. |
Ichorwinnow the rough leather belt Ichorwinnow the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% nature Mental save: +5 (+1 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 14 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
noble's rough leather belt of recklessness noble's rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Reduced damage from: +16% Summoned Critical mult.: +6.00% A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Physical save: +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 293 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 349.80 cold damage and condensing the air into freezing vapors that deal 116.60 cold damage (based on Magic) each turn for 10 turns, costing 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
murderer's linen cloak of fog (6 def, 0 armour) murderer's linen cloak of fog (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +6 (+2 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +11% light / +11% fire Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dayrain (5 def, 0 armour) Dayrain (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +8 Con Changes resistances: +27% light / +21% cold Changes resistances penetration: +15% light Changes damage: +14% cold / +9% nature / +18% light Reduces incoming crit damage: 5.00% Maximum encumbrance: +10 Poison immunity: +35% Disease immunity: +34% Maximum life: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+5 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
dreamer's pair of hardened leather boots of uncanny dodging (4 def, 3 armour) dreamer's pair of hardened leather boots of uncanny dodging (4 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) A pair of boots made of leather. |
traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: -4% Maximum encumbrance: +21 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 60% Str, 30% Wil, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
brawler's iron gauntlets (0 def, 1 armour) brawler's iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+2 eff.) When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Chargebutcher' (0 def, 2 armour) dwarven-steel gauntlets 'Chargebutcher' (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes damage: +6% lightning Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +4 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Kamas the voratun helm (0 def, 5 armour) Kamas the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 acid Changes stats: +8 Str / +13 Wil / +2 Cun Changes resistances: +7% blight Changes damage: +6% acid Mental save: +39 (+10 eff.) Mental crit. chance: +2% Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Mental save: +0 (+0 eff.) Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
cashmere wizard hat 'Mirestinger' (2 def, 0 armour) cashmere wizard hat 'Mirestinger' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 nature Changes stats: +3 Cun / +5 Wil Changes resistances: +24% darkness Changes resistances penetration: +5% darkness Changes damage: +12% darkness / +6% nature Mental save: +15 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Mana each turn: +0.16 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 385 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 25% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
stabilizing rough leather hat of strength (0) (0 def, 1 armour) stabilizing rough leather hat of strength (0) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +0 Cun / +2 Str Physical save: +11 (+3 eff.) Mental save: +0 (+0 eff.) A hat made of leather. Very stylish. |
voratun helm 'Barkdredge' (0 def, 5 armour) voratun helm 'Barkdredge' (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: Armour: +5 Fatigue: +5% Changes resistances: +13% acid / +6% light / +17% fire / +22% cold / +11% lightning Changes damage: +12% nature Physical save: +13 (+4 eff.) Mental save: +25 (+6 eff.) Disease immunity: +5% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 34 power out of 60/60) : Effective talent level: 2.0 Power cost: 34 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
enlightening steel mail armour of the deep (2 def, 8 armour) enlightening steel mail armour of the deep (2 def, 8 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Mental save: +10 (+3 eff.) A suit of armour made of mail. |
searing steel mail armour of lightning resistance (2 def, 6 armour) searing steel mail armour of lightning resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage (Melee): 12 acid / 10 fire Damage when hit (Melee): 8 acid / 8 fire / 0 physical Changes resistances: +13% acid / +12% fire / +17% lightning A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+6 eff.) Mindpower: +10 (+1 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+4 eff.) This light leather armour features a special medical injector. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+1 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 44% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 14 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
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: Armour: +35 Defense: +25 (+7 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 (+4 eff.) Spell save: +25 (+7 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 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 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?" |
radiant steel plate armour of the dragon (4 def, 9 armour) radiant steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 5 light / 0 physical Changes stats: +2 Str / +0 Dex / +0 Mag / +2 Wil / +0 Cun / +2 Con Changes resistances: +6% acid / +8% physical / +16% darkness / +14% blight / +7% cold / +5% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +22% Light radius: +1 A suit of armour made of metal plates. |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 30% Wil, 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
73 alchemist agate 73 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
21 onyx 21 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
16 aquamarine 16 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 lapis lazuli 17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal 14 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of wreckage (dig speed 31 turns) iron pickaxe of wreckage (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Changes stats: +2 Str 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 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
24 emerald 24 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's Essentials Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 17 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 343 cold damage (based on your Magic), costing 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Yviramina the Tainthunter Yviramina the TainthunterInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature / +9% acid Changes damage: +12% nature / +3% acid Mental save: +11 (+3 eff.) Light radius: +3 See stealth: +14 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +5 See invisible: +7 Healing mod.: +12% 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. |
Korbek's Spyglass Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
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. |
8 bloodstone 8 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 garnet 23 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 49] amazing fiery salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 170% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (49% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing frost salve [power 49] amazing frost salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 170% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (49% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
great frost salve [power 43] great frost salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 170% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (43% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
potent healing salve [power 349] potent healing salve [power 349]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 170% efficiency and 68% cooldown modifier. It can be used to heal 349, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful fiery salve [power 36] powerful fiery salve [power 36]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 170% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (36% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful healing salve [power 432] powerful healing salve [power 432]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 170% efficiency and 68% cooldown modifier. It can be used to heal 432, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful pain suppressor salve [power 374] powerful pain suppressor salve [power 374]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 170% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -374 life and reduces all damage by 21% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
simple frost salve [power 23] simple frost salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 170% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (23% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
simple healing salve [power 266] simple healing salve [power 266]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 170% efficiency and 68% cooldown modifier. It can be used to heal 266, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
Swordshatter Shots (20/20, 20-24 power, 15 apr) Swordshatter Shots (20/20, 20-24 power, 15 apr)Requires: - Dexterity 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Capacity: 20 Damage (Melee): +15 crumble Damage (Ranged): +15 crumble When wielded/worn: (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. |
Thundercrack (16/16, 35-42 power, 8 apr) Thundercrack (16/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
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 mental stimulator dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
good acid groove good acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 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! |
good thunderclap coating good thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Burst (radius 1) on hit: +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
iron grapple iron grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
mastercraft hook shell mastercraft hook shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +4 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil mastercraft lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
potent fungal web potent fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Armour: +8 Fatigue: +1% Damage when hit (Melee): 20 physical Tinkers can be attached to normal items to improve them with steam power! |
voratun saw projector voratun saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
Silayavena [power 195] (15 cooldown) Silayavena [power 195] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Changes stats: +1 Dex Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +2 Telekinetic Blast +3 Silence Maximum life: +40.00 Healing mod.: +20% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 195 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Scumreign' [power 199] (19 cooldown) stralite torque of kinetic psionic shield 'Scumreign' [power 199] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex Reduces incoming crit damage: 5.00% Life regen: +0.60 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 199 for 7 turns, putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
21 amethyst 21 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 136 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 20 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Talent mastery: +0.20 Spell / Void Spellpower: +10 (+2 eff.) It can be used to release a burst of void energy, costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
7 diamond 7 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone 13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 quartz 15 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Loknar the Orc Sawbutcher level 10
24th Retaking 124th year of Ascendancy at 07:40 see stats
By Loknar the Orc Sawbutcher level 12
43rd Retaking 124th year of Ascendancy at 22:00 see stats
By Loknar the Orc Sawbutcher level 28
27th Pain 124th year of Ascendancy at 22:09 see stats
By Loknar the Orc Sawbutcher level 14
21st Revenge 124th year of Ascendancy at 10:18 see stats
By Loknar the Orc Sawbutcher level 50
24th Destruction 124th year of Ascendancy at 11:36 see stats
By Loknar the Orc Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 21:10 see stats
By Loknar the Orc Sawbutcher level 20
2nd Pain 124th year of Ascendancy at 21:56 see stats
By Loknar the Orc Sawbutcher level 30
35th Pain 124th year of Ascendancy at 13:06 see stats
By Loknar the Orc Sawbutcher level 40
2nd Loss 124th year of Ascendancy at 05:34 see stats
By Loknar the Orc Sawbutcher level 50
1st Destruction 124th year of Ascendancy at 11:52 see stats
By Loknar the Orc Sawbutcher level 33
11st Dearth 124th year of Ascendancy at 18:16 see stats
By Loknar the Orc Sawbutcher level 50
1st Destruction 124th year of Ascendancy at 11:59 see stats
By Loknar the Orc Sawbutcher level 32
36th Pain 124th year of Ascendancy at 02:46 see stats
By Loknar the Orc Sawbutcher level 37
52nd Dearth 124th year of Ascendancy at 22:41 see stats
By Loknar the Orc Sawbutcher level 17
47th Revenge 124th year of Ascendancy at 14:36 see stats
By Loknar the Orc Sawbutcher level 50
24th Destruction 124th year of Ascendancy at 06:53 see stats
By Loknar the Orc Sawbutcher level 38
2nd Loss 124th year of Ascendancy at 00:35 see stats
By Loknar the Orc Sawbutcher level 43
10th Loss 124th year of Ascendancy at 04:34 see stats
By Loknar the Orc Sawbutcher level 45
28th Loss 124th year of Ascendancy at 23:55 see stats
By Loknar the Orc Sawbutcher level 26
24th Pain 124th year of Ascendancy at 10:02 see stats
By Loknar the Orc Sawbutcher level 28
26th Pain 124th year of Ascendancy at 07:14 see stats
By Loknar the Orc Sawbutcher level 15
36th Revenge 124th year of Ascendancy at 04:34 see stats
By Loknar the Orc Sawbutcher level 32
36th Pain 124th year of Ascendancy at 02:46 see stats
Log
Loknar activates Daunting Presence.
Loknar deactivates Grinding Shield.
Loknar activates Grinding Shield.
Resting starts...
Talent Hand Cannon is ready to use.
Talent Giant Leap is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 138 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way into a strange cave here (press '' or right click to use).
Ran for 101 turns (stop reason: at exit).
There is a way up 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...
Today is the 31st Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Saving done.
Loknar deactivates Daunting Presence.
Loknar deactivates Tempest of Metal.
Loknar deactivates Keen Senses.
Loknar deactivates Overheat Saws.
Loknar deactivates Melting Point.
Loknar deactivates Grinding Shield.
Loknar deactivates Mow Down.
Loknar deactivates Furnace.