Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ashes of Urh'Rok 1.6.7Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Examine Floor Stack 1.3.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Interracial Masquerade 1.5.5Change the graphics of your characters, from one race to another! This change is purely cosmetic and doesn't affect stats or abilities. Choose your masquerades in Game Options/Masquerade Changelog
Originally inspired by Stuntofthelitter's "Look Like Shalore" addons. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. True Respec 1.5.10Allow respec stats, categories and prodigies. Also remove location and last learnt restrictions. Custom Difficulty 1.6.7Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Embers of Rage 1.6.7Official 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:
Tooltip Cleanup 1.3.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 47 / 83% |
Size | medium |
Lifes / Deaths | Killed by orc pyromancer at level 35 on the 10th Haze 124th year of Ascendancy at 18:20 6 / 1 |
Primary Stats
Strength | 124 (base 60) |
Dexterity | 96 (base 60) |
Constitution | 44 (base 14) |
Magic | 33 (base 15) |
Willpower | 39 (base 15) |
Cunning | 84 (base 64) |
Resources
Life | 1358/1358 |
Stamina | 250/250 |
Steam | 100/100 |
Healing Factor | 1.7083177570096 |
Regeneration | 19.389406542059 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 5 |
Infravision | 17 |
See Stealth | 93.852263939808 |
See Invisible | 91.852263939808 |
Offense: Barehand
Damage | 163 |
Accuracy | 70 |
Crit Chance | 96% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Physical | +37% |
Darkness | +8% |
Light | +7% |
All | 0% |
Offense: Damage Penetration
Lightning | +14% |
Light | +29% |
Blight | +19% |
Physical | +52% |
Nature | +14% |
All | +9% |
Defense: Base
Armour (hardiness) | 36 (55.629139072848%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 40 |
Mental Save | 46 |
Defense: Resistances
Blight | -15%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 24%( 70%) |
All | + 3%( 70%) |
Lightning | + 32%( 70%) |
Light | + 40%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 19%( 70%) |
Nature | -3%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 90% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 90% |
Silence Resistance | 38% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 642 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 139 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Striking Stance |
talent | Precise Strikes |
talent | Trained Reactions |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | Countering melee attacks: Has a 54% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 851. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Morbuspassion' (0 def, 3 armour) =20 slow, immunities= pair of hardened leather boots 'Morbuspassion' (0 def, 3 armour) =20 slow, immunities=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +6% cold / +12% nature / +5% arcane Changes resistances penetration: +5% lightning Spell save: +9 (+3 eff.) Silence immunity: +38% Confusion immunity: +31% Stun/Freeze immunity: +38% A pair of boots made of leather. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Spring Grapple Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
On head | Filthmaim the hardened leather cap (0 def, 3 armour) Filthmaim the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 53% * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 8 nature Changes stats: +7 Dex Changes resistances penetration: +20% light / +5% nature Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A cap made of leather. |
Tool | Aridhenne the voratun pickaxe (dig speed 22 turns) =crit 13, stats= Aridhenne the voratun pickaxe (dig speed 22 turns) =crit 13, stats=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +13.0% Fatigue: -10% Changes stats: +17 Str / +5 Dex / +11 Wil / +1 Cun Reduces incoming crit damage: 15.00% Mental crit. chance: +13% See invisible: +3 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 24 cooldown : Effective talent level: 2.6 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +66 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Falerain' =physpen 25, blind 43= voratun ring 'Falerain' =physpen 25, blind 43=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 27% Damage when hit (Melee): 8 physical Changes stats: +2 Wil Changes resistances penetration: +25% physical Critical mult.: +20.00% Blindness immunity: +43% Mindpower: +5 (+2 eff.) Infravision radius: +6 See stealth: +16 See invisible: +10 Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +3 Str / +6 Mag / +6 Wil Mental save: +11 (+4 eff.) Confusion immunity: +49% Stun/Freeze immunity: +42% Knockback immunity: +10% Life regen: +5.00 Spellpower: +9 (+4 eff.) Infravision radius: +2 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Anadin the gold amulet =15 blind, comspeed 10= Anadin the gold amulet =15 blind, comspeed 10=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +8 (+2 eff.) Damage (Melee): 12 light / 12 darkness Effects when hit in melee: * 15% chance to blind * 15% chance to reduce damage dealt by 22% Changes resistances: +22% light / +19% darkness Changes damage: +5% physical / +7% light / +8% darkness Critical mult.: +10.00% Physical save: +3 (+1 eff.) Blindness immunity: +28% Stamina each turn: +1.00 Combat speed: +10% Amulets can have magical properties. |
Main armor | The Untouchable (14 def, 17 armour) The Untouchable (14 def, 17 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +17 Armour Hardiness: +20% Defense: +14 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Light source | Zeryyahell =blind 20, allpen 9= Zeryyahell =blind 20, allpen 9=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes resistances: +3% fire Changes resistances penetration: +9% all Physical save: +11 (+4 eff.) Mental save: +7 (+3 eff.) Blindness immunity: +20% Disease immunity: +20% Light radius: +6 See stealth: +11 See invisible: +12 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | thick cashmere cloak of fog (6 def, 7 armour) =ac 7/6, fire/light/cold= thick cashmere cloak of fog (6 def, 7 armour) =ac 7/6, fire/light/cold=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Changes resistances: +30% lightning / +13% fire / +16% light / +15% cold Stealth bonus: +8 Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Ivona Ivona Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Fatigue: -20% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Changes stats: +2 Cun / +6 Mag Changes resistances penetration: +10% blight / +18% physical Changes damage: +22% physical Critical mult.: +10.00% Maximum encumbrance: +50 Life regen: +3.10 Healing mod.: +28% A belt that goes around your waist. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Invulnerability =special= Elixir of Invulnerability =special=Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
medical injector implant (efficiency 167% / cooldown 50%) medical injector implant (efficiency 167% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 50%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 159% / cooldown 52%) medical injector implant (efficiency 159% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 52%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 163% / cooldown 57%) medical injector implant of the duelist (efficiency 163% / cooldown 57%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 157% / cooldown 67%) medical injector implant of the psychic (efficiency 157% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 67%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10) steam generator implant (steam 10)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 9) steam generator implant of the duelist (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 15) steam generator implant of the warrior (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (306.00 temporal damage, removed from time 4 turns) Rune of the Rift (306.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 306.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) =arcane= Mirror Image Rune (dur 6; cd 24) =arcane=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, arcane, temporal) =arcane= Prismatic Rune (6 turns; acid, physical, arcane, temporal) =arcane=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 4 arcane, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 18; resist 31%; move 43%; dur 5; cd 21) ethereal rune (power 18; resist 31%; move 43%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 31% all resistance, you move 43% faster, and you are invisible (power 18). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 24; resist 25%; move 38%; dur 5; cd 18) ethereal rune of the duelist (power 24; resist 25%; move 38%; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 38% faster, and you are invisible (power 24). Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1448% over 10 turns; mana 72; cd 16) manasurge rune of the duelist (regen 1448% over 10 turns; mana 72; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1448% for 10 turns (0 total) and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 24; blocks 5; dur 4; cd 15) stormshield rune of the duelist (threshold 24; blocks 5; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 5 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Reinforcing your armour with explosions isn't as crazy as it sounds! Adds armor and resists very large hits. Requires talents: - Explosives (2) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude ablative armour Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Armour: +2 Reduces incoming crit damage: 7.00% Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'belt' When attach to an other item: Changes damage: +5% acid / +5% fire / +5% nature / +5% blight Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +1 Explosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 164.23 physical damage. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 11] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (11% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 23 turns. Medical salve. It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +1 Magnetic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 6 turns. This lowers their defense and increases fatigue by 37. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 49.66 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! 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 Touch schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch Powered 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 Shocking Touch Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 78.38 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! 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] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' When attach to an other item: Damage against: +7% Undead / +7% Demon / +7% Horror Tinkers can be attached to normal items to improve them with steam power! 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: Steamsaw 2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Feathersteel Amulet =enc 20= Feathersteel Amulet =enc 20=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet of mastery (0.10 Technique / Unarmed training) steel amulet of mastery (0.10 Technique / Unarmed training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.10 Technique / Unarmed training Amulets can have magical properties. |
steel amulet of mastery (0.15 Technique / Combat veteran) steel amulet of mastery (0.15 Technique / Combat veteran)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.15 Technique / Combat veteran Amulets can have magical properties. |
Choker of Dread =blind 100= Choker of Dread =blind 100=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
NOTE: con 3 grounding gold amulet of constitution (+3) =con 3, stun 34, litn 16=grounding gold amulet of constitution (+3) =con 3, stun 34, litn 16= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +16% lightning Stun/Freeze immunity: +34% Amulets can have magical properties. |
NOTE: mag 2 savior's gold amulet of manastreaming =saves=savior's gold amulet of manastreaming =saves= Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +12 (+4 eff.) Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +29.00 Amulets can have magical properties. |
NOTE: con 3 vitalizing gold amulet of mastery (0.20 Technique / Grappling) =life 36/4=vitalizing gold amulet of mastery (0.20 Technique / Grappling) =life 36/4= Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.20 Technique / Grappling Physical save: +5 (+2 eff.) Life regen: +4.00 Maximum life: +36.00 Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 54 power out of 60/60) : Effective talent level: 2.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying stralite amulet of vision =conf 30, blind 14= clarifying stralite amulet of vision =conf 30, blind 14=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% mind Blindness immunity: +14% Confusion immunity: +30% Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
enraging voratun amulet of mastery (0.36 Steamtech / Chemistry) =chemistry .36= enraging voratun amulet of mastery (0.36 Steamtech / Chemistry) =chemistry .36=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes damage: +7% physical Talent mastery: +0.36 Steamtech / Chemistry Combat speed: +10% Amulets can have magical properties. |
serendipitous voratun amulet of manastreaming serendipitous voratun amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +11 (+3 eff.) Changes stats: +12 Lck / +4 Mag Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
starseer's voratun amulet of soulsearing starseer's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% temporal / +6% darkness / +8% blight / +11% fire / +8% light / +6% physical Critical mult.: +15.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
mule's copper ring =enc 21= mule's copper ring =enc 21=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
NOTE: mag/cun 6 Elemental Fury =lightning/fire/arcane/col=Elemental Fury =lightning/fire/arcane/col= Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
NOTE: wil/cun 6, str 5 FrigidhackerFrigidhacker Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 2 mind / 10 cold Changes stats: +5 Str / +6 Wil / +6 Cun Changes resistances: +8% nature / +10% blight Changes resistances penetration: +5% cold Changes damage: +6% mind / +3% cold Poison immunity: +16% Disease immunity: +15% Mindpower: +8 (+3 eff.) Rings can have magical properties. |
Shademortal of the Blightspawn =reduce damage/stats= Shademortal of the Blightspawn =reduce damage/stats=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +9 (+2 eff.) Effects when hit in melee: * 21% chance to reduce strength, dexterity, and constitution by 17 * 28% chance to reduce damage dealt by 22% Changes stats: +4 Dex / +2 Con Changes resistances: +6% blight / +12% fire / +3% nature / +6% lightning Changes damage: +6% all Spell save: +13 (+5 eff.) Maximum stamina: +14.00 Spellpower: +5 (+2 eff.) Mindpower: +13 (+5 eff.) Rings can have magical properties. |
gold ring 'Dawnwhisper' =enc 23= gold ring 'Dawnwhisper' =enc 23=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +3% light Changes resistances penetration: +15% mind Maximum encumbrance: +23 Maximum psi: +20.00 Mindpower: +30 (+10 eff.) Mental crit. chance: +2% Rings can have magical properties. |
NOTE: con 5, dex 2 EmakiraEmakira Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +8 Physical crit. chance: +3.0% Changes stats: +2 Dex / +5 Con Changes resistances: +32% light Changes damage: +16% light / +6% temporal Rings can have magical properties. |
Glittersting the stralite ring Glittersting the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% light Changes damage: +27% fire / +12% light / +18% arcane Mental save: +28 (+10 eff.) Rings can have magical properties. |
Writhing Ring of the Hunter =stats, prodigy= Writhing Ring of the Hunter =stats, prodigy=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's stralite ring of misery conjurer's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 26 Damage (Melee): 16 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 26 Damage (Ranged): 16 physical Changes stats: +6 Mag / +8 Wil / +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +9 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Eilinugana EilinuganaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +14 Physical power: +12 (+3 eff.) Defense: +14 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 27% * 20% chance to slow global speed by 53% * 10 arcane resource burn Damage when hit (Melee): 2 acid Changes stats: +10 Str / +12 Con Changes resistances: +6% blight / +3% lightning Physical save: +14 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Elovea the voratun ring Elovea the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +10 Dex Changes resistances: +6% darkness / +15% blight / +40% fire / +24% nature / +5% arcane Changes damage: +20% fire Poison immunity: +28% Disease immunity: +23% Rings can have magical properties. |
Lightningfiend the voratun ring =conf 31= Lightningfiend the voratun ring =conf 31=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% lightning Changes resistances penetration: +20% lightning / +15% light Changes damage: +6% light Mental save: +29 (+10 eff.) Confusion immunity: +31% Psi when hit: +0.16 Mental crit. chance: +2% Rings can have magical properties. |
Mnemonic =conf 40= Mnemonic =conf 40=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
marksman's voratun ring of pilfering marksman's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +14 Defense: +12 (+3 eff.) Changes stats: +6 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
warrior's voratun ring of warding warrior's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +24% acid / +18% fire / +12% lightning / +20% cold Rings can have magical properties. |
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 stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 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. |
Malediction (40-48 power, 15 apr) Malediction (40-48 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+9 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Cyrylle the Healrend (12 def, 19 armour) Cyrylle the Healrend (12 def, 19 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +19 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +10% acid / +8% cold / +5% arcane Changes damage: +3% nature Allows you to breathe in: water Critical mult.: +13.00% Physical save: +12 (+4 eff.) Cut immunity: +10% Life regen: +4.80 Stamina each turn: +1.50 A suit of armour made of leather. |
Smearimmortal (12 def, 7 armour) Smearimmortal (12 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 10 cold Changes resistances: +9% nature / +15% cold Changes resistances penetration: +10% darkness / +15% cold Changes damage: +6% darkness Life regen: +6.80 Stamina each turn: +1.20 A suit of armour made of leather. |
Baryrim the drakeskin leather armour (20 def, 8 armour) Baryrim the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +9% acid / +21% fire Mental save: +9 (+3 eff.) Maximum life: +59.00 Maximum psi: +50.00 Mental crit. chance: +7% A suit of armour made of leather. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Armour Hardiness: +0% Defense: +15 (+4 eff.) Fatigue: +0% Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+7 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 89.25 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
drakeskin leather armour 'Eclipserain' (20 def, 8 armour) drakeskin leather armour 'Eclipserain' (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% fire / +28% cold Changes resistances penetration: +10% mind Changes damage: +15% darkness Critical mult.: +20.00% Maximum hate: +4.00 Mindpower: +25 (+9 eff.) A suit of armour made of leather. |
drakeskin leather armour 'Mardyleg' (28 def, 8 armour) drakeskin leather armour 'Mardyleg' (28 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +28 (+7 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Changes resistances: +24% lightning / +18% light Changes resistances penetration: +20% temporal Physical save: +20 (+7 eff.) Maximum life: +100.00 Healing mod.: +20% A suit of armour made of leather. |
Neira's Memory =stun/conf 30= Neira's Memory =stun/conf 30=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% Changes stats: +2 Cun / +5 Wil Maximum encumbrance: +0 Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 182, based on Magic) for 10 turns Activation costs 18 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
NOTE: dex/cun 4, luck 6 hardened leather belt of burglary =trap 11=hardened leather belt of burglary =trap 11= Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +11 Stealth bonus: +9 Maximum encumbrance: +0 Infravision radius: +4 A belt that goes around your waist. |
noble's hardened leather belt of carrying =enc 43= noble's hardened leather belt of carrying =enc 43=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Cun / +5 Wil Damage against: +20% Summoned Reduced damage from: +18% Summoned Maximum encumbrance: +43 A belt that goes around your waist. |
Urthamadil the Flarehunger Urthamadil the FlarehungerPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -9% Changes resistances: +31% fire / +41% cold Changes resistances penetration: +15% fire Changes damage: +3% cold Maximum encumbrance: +34 A belt that goes around your waist. |
drakeskin leather belt 'Lustrewalker' drakeskin leather belt 'Lustrewalker'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +9 Defense: +15 (+4 eff.) Damage when hit (Melee): 6 blight Changes stats: +6 Str / +3 Dex / +5 Wil / +6 Cun Changes resistances: +15% cold Changes resistances penetration: +10% blight / +20% light Physical save: +34 (+11 eff.) Spell save: +31 (+11 eff.) Mental save: +17 (+6 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
cashmere cloak 'Galegrinder' (2 def, 9 armour) =ac 9/2, cold 19= cashmere cloak 'Galegrinder' (2 def, 9 armour) =ac 9/2, cold 19=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +0% lightning / +6% fire / +19% cold Changes resistances penetration: +25% lightning / +10% fire Changes damage: +12% lightning Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 174.00 cold damage and condensing the air into freezing vapors that deal 58.00 cold damage (based on Magic) each turn for 10 turns Activation costs 27 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. |
Cloak of Deception =special= Cloak of Deception =special=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Lightningmistress the pair of drakeskin leather boots (0 def, 5 armour) =20 slow, enc 26= Lightningmistress the pair of drakeskin leather boots (0 def, 5 armour) =20 slow, enc 26=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 10 lightning Changes resistances: +12% acid / +12% nature / +5% arcane Changes damage: +6% lightning Maximum encumbrance: +26 Physical save: +10 (+3 eff.) Spell save: +6 (+2 eff.) A pair of boots made of leather. |
pair of drakeskin leather boots 'Frozenquake' (0 def, 14 armour) pair of drakeskin leather boots 'Frozenquake' (0 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Changes resistances penetration: +25% cold Changes damage: +12% temporal / +21% cold Silence immunity: +70% Confusion immunity: +79% Stun/Freeze immunity: +89% Infravision radius: +2 A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
pair of voratun boots 'Galeslicer' (0 def, 5 armour) pair of voratun boots 'Galeslicer' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +15% light / +9% darkness Changes damage: +9% lightning Silence immunity: +65% Confusion immunity: +50% Stun/Freeze immunity: +39% Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Delurorath the Flashwreck (0 def, 3 armour) Delurorath the Flashwreck (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 27% Changes stats: +5 Mag / +4 Cun / +4 Con Changes resistances: +12% darkness Changes resistances penetration: +10% light Changes damage: +10% arcane Physical save: +23 (+8 eff.) Spell save: +5 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +44% Light radius: +3 Infravision radius: +3 When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +17 physical / +12 arcane / +21 darkness Damage (radius 2) on crit: +12 arcane Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets (0 def, 8 armour) heroic voratun gauntlets (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Mental save: +10 (+4 eff.) Maximum life: +71.00 When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% Gauntlets. But with steam power! |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
drakeskin leather cap 'Xerena' (0 def, 5 armour) drakeskin leather cap 'Xerena' (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 temporal / 8 physical Changes resistances: +21% mind / +15% temporal Changes resistances penetration: +15% physical Mental save: +30 (+10 eff.) Confusion immunity: +49% Stamina each turn: +3.00 A cap made of leather. |
NOTE: con 3 Quasit's Skull (0 def, 12 armour) =stun 30=Quasit's Skull (0 def, 12 armour) =stun 30= Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Dragonskull Helm (0 def, 20 armour) =ac 20, resists= Dragonskull Helm (0 def, 20 armour) =ac 20, resists=Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
NOTE: str/con 5 Steam Powered Helm (3 def, 12 armour) =blind 50=Steam Powered Helm (3 def, 12 armour) =blind 50= Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel 11 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature 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 Latent Damage Type: Fire 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 bloodstone 10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 diamond 9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
110 alchemist agate 110 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Wintertide Phial =cleanse mind= Wintertide Phial =cleanse mind=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
piercing alchemist's lamp =all pen 7= piercing alchemist's lamp =all pen 7=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes resistances penetration: +7% all Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial =lite= Summertide Phial =lite=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun grip =grip 5= voratun grip =grip 5=Powered 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 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator =cun 10= voratun mental stimulator =cun 10=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
amazing frost salve [power 21] =physical= amazing frost salve [power 21] =physical=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing healing salve [power 304] =heal= amazing healing salve [power 304] =heal=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 304 Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Essence of Bearness =resist all 25= Essence of Bearness =resist all 25=Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 90 power out of 100/100. The very essence of bearness! |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
NOTE: wil 5 Eye of the Dreaming One =lucid=Eye of the Dreaming One =lucid= Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot =trap 5= Prox's Lucky Halfling Foot =trap 5=Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) =cun 6= Dragon Orb (Orb of Command) =cun 6=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) =cooldown= Rod of Annulment (1/1) =cooldown=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) =entropy backlash= Rod of Entropy (1/1) =entropy backlash=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 83% of the healing done. This effect scales with your Magic stat. Activation costs 68 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) =pin= Rod of Spydric Poison (1/1) =pin=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 332.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 23 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
cleansing iron torque of mindblast [power 105] (14 cooldown) =silence= cleansing iron torque of mindblast [power 105] (14 cooldown) =silence=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Bokedin the stralite torque of psionic shield [power 123] (23 cooldown) Bokedin the stralite torque of psionic shield [power 123] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +10 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 17 Changes resistances: +12% mind Changes damage: +6% blight Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Pinning immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 It can be used to setup a psionic shield, reducing all damage taken by 123 for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Chilldash' [power 475] (14 cooldown) voratun torque of mindblast 'Chilldash' [power 475] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +11 Damage when hit (Melee): 4 cold Only die when reaching: -80.00 life Maximum stamina: +20.00 It can be used to blast the opponent's mind dealing 475 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Isydheda the Frostwilder [power 380] (18 cooldown) Isydheda the Frostwilder [power 380] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +15% cold / +9% mind / +5% arcane Changes resistances penetration: +25% mind / +20% cold Changes damage: +15% arcane / +12% mind It can be used to create a shield absorbing up to 380 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Greys the Skeleton Brawler level 22
65th Dusk 123rd year of Ascendancy at 04:20 see stats
By Greys the Skeleton Brawler level 33
63rd Pyre 124th year of Ascendancy at 07:09 see stats
By Greys the Skeleton Brawler level 20
69th Pyre 123rd year of Ascendancy at 13:23 see stats
By Greys the Skeleton Brawler level 32
41st Pyre 124th year of Ascendancy at 20:09 see stats
By Greys the Skeleton Brawler level 43
64th Regrowth 125th year of Ascendancy at 06:14 see stats
By Greys the Skeleton Brawler level 36
12nd Haze 124th year of Ascendancy at 01:28 see stats
By Greys the Skeleton Brawler level 42
4th Regrowth 125th year of Ascendancy at 10:45 see stats
By Greys the Skeleton Brawler level 35
9th Dusk 124th year of Ascendancy at 20:55 see stats
By Greys the Skeleton Brawler level 29
72nd Regrowth 124th year of Ascendancy at 20:09 see stats
By Greys the Skeleton Brawler level 6
50th Dusk 122nd year of Ascendancy at 15:34 see stats
By Greys the Skeleton Brawler level 34
3rd Summertide 124th year of Ascendancy at 18:57 see stats
By Greys the Skeleton Brawler level 14
5th Decay 122nd year of Ascendancy at 13:05 see stats
By Greys the Skeleton Brawler level 17
62nd Regrowth 123rd year of Ascendancy at 15:07 see stats
By Greys the Skeleton Brawler level 22
1st Time of Equilibrium 123rd year of Ascendancy at 04:10 see stats
By Greys the Skeleton Brawler level 43
61st Regrowth 125th year of Ascendancy at 23:20 see stats
By Greys the Skeleton Brawler level 33
69th Pyre 124th year of Ascendancy at 12:42 see stats
By Greys the Skeleton Brawler level 31
15th Pyre 124th year of Ascendancy at 07:44 see stats
By Greys the Skeleton Brawler level 20
69th Pyre 123rd year of Ascendancy at 13:42 see stats
By Greys the Skeleton Brawler level 37
12nd Haze 124th year of Ascendancy at 21:49 see stats
By Greys the Skeleton Brawler level 32
32nd Pyre 124th year of Ascendancy at 15:48 see stats
By Greys the Skeleton Brawler level 10
32nd Haze 122nd year of Ascendancy at 22:20 see stats
By Greys the Skeleton Brawler level 20
65th Pyre 123rd year of Ascendancy at 18:38 see stats
By Greys the Skeleton Brawler level 30
8th Pyre 124th year of Ascendancy at 15:32 see stats
By Greys the Skeleton Brawler level 40
57th Haze 124th year of Ascendancy at 07:32 see stats
By Greys the Skeleton Brawler level 28
56th Regrowth 124th year of Ascendancy at 17:25 see stats
By Greys the Skeleton Brawler level 26
9th Decay 123rd year of Ascendancy at 16:21 see stats
By Greys the Skeleton Brawler level 47
67th Pyre 125th year of Ascendancy at 00:23 see stats
By Greys the Skeleton Brawler level 28
45th Regrowth 124th year of Ascendancy at 02:46 see stats
By Greys the Skeleton Brawler level 42
14th Regrowth 125th year of Ascendancy at 09:35 see stats
By Greys the Skeleton Brawler level 24
49th Haze 123rd year of Ascendancy at 03:56 see stats
By Greys the Skeleton Brawler level 39
52nd Haze 124th year of Ascendancy at 21:17 see stats
By Greys the Skeleton Brawler level 29
72nd Regrowth 124th year of Ascendancy at 20:09 see stats
By Greys the Skeleton Brawler level 34
6th Dusk 124th year of Ascendancy at 20:13 see stats
By Greys the Skeleton Brawler level 4
6th Dusk 122nd year of Ascendancy at 15:46 see stats
By Greys the Skeleton Brawler level 33
74th Pyre 124th year of Ascendancy at 07:50 see stats
By Greys the Skeleton Brawler level 21
2nd Flare 123rd year of Ascendancy at 05:41 see stats
By Greys the Skeleton Brawler level 26
40th Regrowth 124th year of Ascendancy at 06:58 see stats
By Greys the Skeleton Brawler level 45
28th Pyre 125th year of Ascendancy at 05:20 see stats
By Greys the Skeleton Brawler level 14
1st Decay 122nd year of Ascendancy at 13:00 see stats
By Greys the Skeleton Brawler level 24
57th Haze 123rd year of Ascendancy at 09:07 see stats
By Greys the Skeleton Brawler level 38
30th Haze 124th year of Ascendancy at 04:38 see stats
By Greys the Skeleton Brawler level 47
68th Pyre 125th year of Ascendancy at 07:26 see stats
By Greys the Skeleton Brawler level 26
39th Regrowth 124th year of Ascendancy at 07:54 see stats
By Greys the Skeleton Brawler level 28
45th Regrowth 124th year of Ascendancy at 02:44 see stats
By Greys the Skeleton Brawler level 20
72nd Pyre 123rd year of Ascendancy at 07:22 see stats
By Greys the Skeleton Brawler level 32
41st Pyre 124th year of Ascendancy at 09:13 see stats
Log
You detach voratun grapple =grapple 5= from your Steam Powered Gauntlets (0 def, 12 armour).
You attach voratun grapple =grapple 5= to your Dakhtun's Gauntlets (0 def, 6 armour) .
Connection to online server lost, trying to reconnect.
Connection to online server established.
Greys wears (replacing Molten Skin (15 def, 17 armour) ): The Untouchable (14 def, 12 armour).
You detach voratun armour reinforcement =ac 5, hard 20= from your Molten Skin (15 def, 12 armour).
You attach voratun armour reinforcement =ac 5, hard 20= to your The Untouchable (14 def, 17 armour) .
Resting starts...
Talent Spring Grapple is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You gain 9.84 gold from the transmogrification of thaloren drakeskin leather cap of blood magic (0 def, 5 armour).
You gain 5.40 gold from the transmogrification of impenetrable voratun plate armour of implacability (0 def, 35 armour).
You gain 8.29 gold from the transmogrification of multi-hued drakeskin leather armour of Eyal (20 def, 8 armour).
You gain 6.61 gold from the transmogrification of stargazer's elven-silk robe of power (0 def, 0 armour).
You gain 20.26 gold from the transmogrification of voratun steamsaw 'Cracklespitter' (38-57 power, 0 apr).
You gain 6.23 gold from the transmogrification of balanced voratun mace of torment (45.5-63.7 power, 6 apr).
You gain 9.68 gold from the transmogrification of caustic voratun greatmaul of massacre (87-130.5 power, 4 apr).
You gain 12.36 gold from the transmogrification of ethereal dragonbone magestaff of invocation (30-36 power, 6 apr, arcane element).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Greys deactivates Precise Strikes.
Greys deactivates Striking Stance.
Greys deactivates Trained Reactions.
Greys deactivates Daunting Presence.