Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Forbidden Cults 1.7.0Official 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.
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places 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. Annotated Charm Hotkeys 1.7.0Modifies the display of torques, totems and wands in the hotkeys toolbar, adding a corner image reflecting the charm's type. [NOTE: If you are using this addon in conjunction with Juggle Hotkeys on Unwield, you will need to update the latter to release 1.4.0 or higher for compatibility. Similarly, if you are using this addon in conjunction with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to update it to release 17.0.0 or higher for compatibility.] Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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 1.7.0A 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.
Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Ruined Cave Floor Sort 1.7.0Modifies Embers of Rage's Ruined Cave to sort items dropped on the floor, similar to the Sher'Tul Fortress storage room. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Select your Escorts 1.7.0Allows 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. 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. Use Alchemist Gems From Inventory 1.7.0Allows you to configure talents that use alchemist gems to prompt for gems to use from inventory instead of your wielded gems, via the "Prompt for alchemist gems to use with this talent" option on the right-click talent binding menu or the Talents dialog. Affected talents are:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Custom Difficulty 1.7.0Allows 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. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 47% |
Size | medium |
Lifes / Deaths | Killed by Adomibeth the large white snake at level 13 on the 62nd Haze 122nd year of Ascendancy at 18:10 4 / 3Killed by Weirdling Beast at level 24 on the 67th Pyre 123rd year of Ascendancy at 14:12 Killed by Photstr the quasit at level 25 on the 2nd Dusk 123rd year of Ascendancy at 01:40 |
Primary Stats
Strength | 33 (base 12) |
Dexterity | 78 (base 60) |
Constitution | 59 (base 35) |
Magic | 31 (base 12) |
Willpower | 87 (base 60) |
Cunning | 92 (base 60) |
Resources
Hate | 11/100 |
Equilibrium | 0 |
Vim | 266/266 |
Life | 1183/1183 |
Steam | 100/100 |
Stamina | 389/389 |
Psi | 177/177 |
Healing Factor | 1.3251133323992 |
Regeneration | 10.932184992292 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | -995 |
Infravision | 22 |
See Stealth | 94.290921338431 |
See Invisible | 113.29092133843 |
Stealth | 67.593826031626 |
Offense: Mainhand
Damage | 91 |
Accuracy | 62 |
Crit Chance | 77% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 104 |
Accuracy | 65 |
Crit Chance | 61% |
APR | 58 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Nature | +32% |
Acid | +23% |
Light | +14% |
Cold | +21% |
Darkness | +43% |
Arcane | +27% |
Mind | +59% |
All | +8% |
Offense: Damage Penetration
Darkness | +12% |
Fire | +5% |
Mind | +10% |
Arcane | +12% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 46 (98.304188961773%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 36 |
Mental Save | 51 |
Defense: Resistances
Blight | + 42%( 70%) |
Physical | + 26%( 70%) |
Cold | + 47%( 70%) |
All | + 26%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 39%( 70%) |
Darkness | + 45%( 70%) |
Mind | + 51%( 70%) |
Fire | + 30%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 32% |
Inscriptions (3/3)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.4 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 73%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Predator | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Steamtech / Psytech gunnery | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Poisons | 2.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Steamtech / Artillery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Throwing knives | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Cursed / Force of will | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Trained Reactions |
talent | Stealth |
talent | Savage Hunter |
talent | Elemental Discord |
talent | Apply Poison |
talent | Volatile Poison |
talent | Deflection |
talent | Yarrrr!! |
talent | Numbing Poison |
talent | Rocket Pod |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 118 - 165 Accuracy: 78 (knife) APR: 25 Crit Chance: +73% Crit mult: 275% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Hunting: Marked Prey- Ziguranth patrol - Ziguranth patrol 9% Received damage reduction against: - Humanoid |
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 successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)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 Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+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 improved talent Misdirection (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 1836. | 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. | active |
Thanks to your timely aid, Agrimley the hermit 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 within6 lumberjacks have died. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | undeterred pair of hardened leather boots of phasing (0 def, 3 armour) undeterred pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag / +3 Wil Talent granted: +5 Rocket Boots Silence immunity: +21% Confusion immunity: +23% Stun/Freeze immunity: +27% Effective talent level: 6.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 8 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 375%. Each movement will leave a trail of flames doing 154.56 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Quiver | pouch of voratun shots 'Brightoath' (20/20, 79-94 power, 6 apr) pouch of voratun shots 'Brightoath' (20/20, 79-94 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 79.0 - 94.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +14 Armour Penetration: +6 Crit. chance: +21.0% Capacity: 20 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 18 On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 blight Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +8 light When wielded/worn: Talent granted: +5 Antimagic Shell Effective talent level: 6.5 Use mode: Activated Steam cost: 5 Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 309.17 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower. Shots are used with slings to pummel your foes to death. |
Light source | Eremobar Eremobar Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 10 blight Changes resistances: +9% blight / +6% temporal Changes damage: +25% darkness Blindness immunity: +32% Confusion immunity: +22% Light radius: +4 Infravision radius: +10 See stealth: +8 See invisible: +27 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | NOTE: str/con 4 Xerema the hardened leather hat (0 def, 3 armour) =arcburn 20, conf 20, slow=Xerema the hardened leather hat (0 def, 3 armour) =arcburn 20, conf 20, slow= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn * 10% chance to slow global speed by 64% Changes stats: +4 Str / +4 Con Changes resistances: +6% mind Silence immunity: +0% Disarm immunity: +20% Confusion immunity: +20% Maximum life: +80.00 Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A hat made of leather. Very stylish. |
On hands | 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 Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam 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: 83% Effective talent level: 6.5 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 4 turns and dealing 222% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 50. Crush their bones! Gauntlets. But with steam power! |
Tool | Urthahor the Dazzlewisp (dig speed 6 turns) =cmult 28, dig 6= Urthahor the Dazzlewisp (dig speed 6 turns) =cmult 28, dig 6=Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Physical power: +18 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage when hit (Melee): 2 mind Changes stats: +3 Str Changes resistances: +14% nature Changes damage: +6% light / +21% mind / +9% nature Critical mult.: +28.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Morbuspierce =20 slow= Morbuspierce =20 slow=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 64% Changes resistances: +6% fire / +15% mind / +26% cold Changes resistances penetration: +10% cold Changes damage: +13% cold Poison immunity: +10% Rings make your fingers look great! |
On fingers | Huruntir the stralite ring Huruntir the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Defense: +25 (+5 eff.) Damage when hit (Melee): 6 physical Changes resistances: +12% lightning Changes damage: +9% arcane / +6% mind Mental save: +15 (+5 eff.) Stun/Freeze immunity: +43% Life regen: +8.00 Rings make your fingers look great! |
Around neck | voratun amulet 'Camidubers' =conf 50, stats= voratun amulet 'Camidubers' =conf 50, stats=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 28% Changes stats: +3 Wil / +4 Cun / +7 Con / +15 Lck Changes resistances: +13% mind Changes damage: +3% mind Confusion immunity: +50% Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
In main hand | voratun steamgun 'Spiderstreak' =r10, 20 slow, stun 20= voratun steamgun 'Spiderstreak' =r10, 20 slow, stun 20=Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to slow global speed by 64% * flashes light on your target dealing 109 damage Travel speed: +600% Damage (radius 1) on hit: +0 20% chance of physical repulsion Damage (radius 2) on crit: +4 nature Damage against: +0% Undead / +0% Demon / +0% Horror Attacks use: 2.0 Steam When wielded/worn: Changes stats: +8 Str / +9 Dex / +7 Mag / +8 Wil / +14 Cun / +8 Con Changes resistances: +9% lightning / +1% physical / +3% blight Critical mult.: +15.00% Stun/Freeze immunity: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Madunandil the Scaldarc =arcburn 20, stealth 12= Madunandil the Scaldarc =arcburn 20, stealth 12=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Fatigue: -20% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 fire Changes stats: +6 Cun / +6 Wil Changes resistances: +12% lightning / +12% temporal / +3% cold Changes resistances penetration: +10% mind / +5% fire Changes damage: +6% mind Damage against: +38% Summoned Reduced damage from: +36% Summoned Stealth bonus: +12 Maximum encumbrance: +50 A belt that goes around your waist. |
In off hand | NOTE: mag/cun 5 Islirivena the living mindstar (25-28 power, 44 apr, nature damage) =damage=Islirivena the living mindstar (25-28 power, 44 apr, nature damage) =damage= Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 25.5 - 28.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +44 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +90 20% chance of physical repulsion When wielded/worn: Physical power: +30 (+8 eff.) Armour: +8 Defense: +30 (+6 eff.) Changes stats: +5 Cun / +5 Mag Talent granted: +1 Attune Mindstar Physical save: +9 (+4 eff.) Mindpower: +22 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Unlightburst the elven-silk cloak (3 def, 0 armour) Unlightburst the elven-silk cloak (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +3 Mag / +3 Wil Changes resistances: +10% blight / +27% darkness / +30% lightning Changes resistances penetration: +12% darkness / +12% arcane Changes damage: +10% darkness / +10% arcane Critical mult.: +17.00% Stealth bonus: +22 Stun/Freeze immunity: +50% Stamina each turn: +1.00 Only die when reaching: -20.00 life Maximum mana: +85.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was hardened by the digestive sack. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 20 armour) Spider-Silk Robe of Spydrë (10 def, 20 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +20 Armour Hardiness: +50% Defense: +10 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; 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 nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 83.95 physical damage and 205.22 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 812%; cd 10) movement infusion of the wizard (speed 812%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 10; phase 28; cd 16) blink rune of the psychic (range 10; phase 28; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 9; phase 27; cd 12) blink rune of the sneak (range 9; phase 27; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 Cunning 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. |
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 255 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 (498.00 temporal damage, removed from time 4 turns) Rune of the Rift (498.00 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 537.84 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. |
Prismatic Rune (6 turns; physical, light, fire, cold, mind, temporal) Prismatic Rune (6 turns; physical, light, fire, cold, mind, temporal)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) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 light, 3 fire, 3 cold, 3 mind, 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 15; resist 19%; move 46%; dur 5; cd 22) ethereal rune (power 15; resist 19%; move 46%; dur 5; cd 22)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: 22 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 19% all resistance, you move 46% faster, and you are invisible (power 15). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 27; resist 43%; move 70%; dur 5; cd 20) ethereal rune of the sneak (power 27; resist 43%; move 70%; dur 5; cd 20)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: 20 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 43% all resistance, you move 70% faster, and you are invisible (power 27). Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 738; dur 5; cd 14) shielding rune of the sneak (absorb 738; dur 5; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 738 damage for 5 turns. Its effects scale with your Cunning 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 (threshold 83; blocks 4; dur 4; cd 12) stormshield rune (threshold 83; blocks 4; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 4 times. 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 37; blocks 5; dur 4; cd 13) stormshield rune of the duelist (threshold 37; blocks 5; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 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. |
stormshield rune of the titan (threshold 16; blocks 6; dur 4; cd 13) stormshield rune of the titan (threshold 16; blocks 6; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 6 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 72; cd 12) teleportation rune (range 72; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Botanical Shell schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A special shot grows moss on impact. Requires talents: - Explosives (3) - Therapeutics (2) _tRequires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude botanical shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Botanical Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special botanical shot with your steamgun(s) at a target for 100% weapon damage as nature. The shot will release spores which grow into Nourishing Moss in a radius of 1 for 5 turns. Each turn the moss deals 28.92 nature damage to each foe within its radius. This moss has vampiric properties and heals the user for 79% of the damage done. This talent does not use ammo as it is the ammo. Moss damage 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: Crystal Plating schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Boring armour not fancy enough? Bling it up with crystal plating! Increases all of your base stats. Requires talents: - Smith (3) _tRequires ingredients: - lump of iron (2) _tRequires items: - citrine Example Item: iron crystal plating Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con 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: Healing Salve 2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) _tRequires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 276] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 191% efficiency and 64% cooldown modifier. It can be used to heal 276 Activation puts Talent Medical Injector on cooldown for 15 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: Mental Stimulator schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) _tRequires ingredients: - lump of iron (2) Example Item: iron mental stimulator Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Changes stats: +2 Cun Mental save: +3 (+1 eff.) 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: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) _tRequires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 233] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 191% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -233 life and reduces all damage by 12% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 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: Regeneration Salve schematic: Regeneration SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) _tRequires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 336] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 191% efficiency and 64% cooldown modifier. It can be used to heal 336 over 5 turns Activation puts Talent Medical Injector on cooldown for 15 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: Solid Shell schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A special shot that packs a punch. Requires talents: - Explosives (3) - Smith (1) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude solid shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Solid Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special solid shot with your steamgun(s) at a target for 226% physical weapon damage. The weight of the shot will knock the target back 3 tiles. 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: Spike Attachment schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) _tRequires ingredients: - lump of iron (3) Example Item: iron spike attachment Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Armour: +4 Fatigue: +1% Damage when hit (Melee): 10 physical 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: Spring Grapple schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) _tRequires ingredients: - lump of iron (3) Example Item: iron grapple Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 150% unarmed melee damage, and if you hit, pinning them for 3 turns. 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: Thunder Grenade schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Small radius, but stuns quite well. Requires talents: - Explosives (3) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Thunder Grenade Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 150.21 physical damage in radius 1. Creatures hit will also be stunned for 2 turns. The stun effect is applied 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. |
schematic: Viral Injector schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Viral grooves allow your weapons to apply an infectious agent on contact, dealing immediate blight damage and reducing their highest stat. While this strain is effective it lacks the ability to spread or adapt to its hosts weaknesses. Perhaps there are better methods to be found. Requires talents: - Therapeutics (3) - Smith (1) _tRequires ingredients: - lump of iron (3) Example Item: crude viral injector Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Infects targets with a stat reducing disease. 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: Water Salve schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 22] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 191% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (22% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 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: Winterchill Edge schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) _tRequires ingredients: - lump of iron (3) Example Item: crude winterchill edge Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Deals cold damage and slows. 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. |
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! |
NOTE: str 4, mag 3 Silulrawen the copper amulet =arcburn/slow 20, st4 ma3=Silulrawen the copper amulet =arcburn/slow 20, st4 ma3= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 64% Changes stats: +4 Str / +3 Mag Changes resistances: +9% lightning Cut immunity: +50% Infravision radius: +3 See invisible: +3 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 352 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Emeluretta' copper amulet 'Emeluretta'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +18% acid / +5% arcane / +3% nature Changes resistances penetration: +20% temporal Changes damage: +24% mind Blindness immunity: +20% Hate when firing a critical mind attack: +3.00 Amulets make your neck look great! |
NOTE: wil 4, mag 2 Blinddeath =natdam 27, wil 4, mag 2=Blinddeath =natdam 27, wil 4, mag 2= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag / +4 Wil Changes resistances: +20% light Changes damage: +27% nature Vim when firing critical spell: +2.00 Maximum mana: +60.00 Maximum vim: +20.00 Amulets make your neck look great! |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 385 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 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. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+3 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
mindweaver's steel amulet mindweaver's steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +9 (+3 eff.) Confusion immunity: +13% Mindpower: +6 (+1 eff.) Amulets make your neck look great! |
steel amulet 'Gonn' steel amulet 'Gonn'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +5 Dex Changes resistances: +15% nature / +12% blight Changes resistances penetration: +10% physical Poison immunity: +25% Disease immunity: +26% Maximum stamina: +30.00 Mental crit. chance: +5% Amulets make your neck look great! |
NOTE: mag/wil 4, con/cun 1 steel amulet 'Silalemira' =mag/wil 4, con/cun 1=steel amulet 'Silalemira' =mag/wil 4, con/cun 1= Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil / +1 Cun / +1 Con Talent mastery: +0.20 Demented / Tentacles Reduces incoming crit damage: 10.00% Mental save: +7 (+3 eff.) Confusion immunity: +10% Mindpower: +6 (+1 eff.) Amulets make your neck look great! |
steel amulet of perfection (0.19 Wild-gift / Venom drake aspect,0.19 Spell / Conveyance) steel amulet of perfection (0.19 Wild-gift / Venom drake aspect,0.19 Spell / Conveyance)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.19 Wild-gift / Venom drake aspect +0.19 Spell / Conveyance Amulets make your neck look great! |
wanderer's steel amulet of vision wanderer's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +3 Cun / +4 Con Blindness immunity: +14% Life regen: +2.00 Stamina each turn: +0.40 Infravision radius: +3 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets make your neck look great! |
Ebony's kiss Ebony's kissInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes resistances penetration: +25% fire / +25% darkness / +5% light Cut immunity: +60% Light radius: +3 Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 352 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Flashbreak the gold amulet Flashbreak the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +6 Wil Changes resistances penetration: +25% light / +25% blight Critical mult.: +15.00% Physical save: +19 (+8 eff.) Spell save: +26 (+10 eff.) Mental save: +19 (+7 eff.) Damage Shield penetration: +30% Amulets make your neck look great! |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+11 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Effective talent level: 2.5 Use mode: Activated Psi cost: 5 Range: 7 Cooldown: 4 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power Description: Cripples the target's mind, inflicting 136.46 mind damage and reducing its Mental Save by 8 for 4 turns. This attack always hits, and the mental save reduction stacks. Against brainlocked targets, the damage and Mental Save reduction will be doubled. The damage and save reduction will scale with your Mindpower. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (133). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
cleansing gold amulet of strength (+5) cleansing gold amulet of strength (+5)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +18% nature / +19% blight Poison immunity: +32% Disease immunity: +34% Amulets make your neck look great! |
mindweaver's gold amulet mindweaver's gold amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+3 eff.) Confusion immunity: +10% Mindpower: +6 (+1 eff.) Amulets make your neck look great! |
protective gold amulet of soulsearing protective gold amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Changes resistances cap: +4% all Changes damage: +8% blight / +9% fire Critical mult.: +13.00% Physical save: +15 (+6 eff.) Spellpower: +8 (+4 eff.) Amulets make your neck look great! |
wanderer's gold amulet of willpower (+5) wanderer's gold amulet of willpower (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Wil / +5 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Samagar the stralite amulet Samagar the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +20 (+4 eff.) Changes stats: +3 Dex / +9 Mag / +5 Con Changes damage: +18% arcane / +15% physical Only die when reaching: -80.00 life Amulets make your neck look great! |
serendipitous stralite amulet serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +14 (+3 eff.) Changes stats: +17 Lck Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
stralite amulet 'Zubamira' stralite amulet 'Zubamira'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Dex / +9 Mag / +5 Wil / +4 Cun / +1 Con Physical save: +18 (+7 eff.) Spell save: +19 (+8 eff.) Mental save: +32 (+10 eff.) Confusion immunity: +22% Mindpower: +12 (+3 eff.) Light radius: +1 Amulets make your neck look great! |
Polylravena PolylravenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Dex / +5 Con Changes resistances: +30% mind Changes damage: +24% temporal Confusion immunity: +45% Equilibrium when hit: +0.24 Hate when firing a critical mind attack: +5.00 Mental crit. chance: +7% Amulets make your neck look great! |
NOTE: dex 6 Zanydosin the Obsidianpiercer =cmult 17, dex 6=Zanydosin the Obsidianpiercer =cmult 17, dex 6= Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +6 Dex Changes resistances: +3% physical Changes resistances penetration: +10% darkness Changes damage: +13% blight / +10% fire Critical mult.: +17.00% Spellpower: +13 (+7 eff.) Amulets make your neck look great! |
NOTE: mag 8 savior's voratun amulet of magic (+8)savior's voratun amulet of magic (+8) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Mag Physical save: +25 (+10 eff.) Spell save: +25 (+10 eff.) Mental save: +21 (+7 eff.) Amulets make your neck look great! |
voratun amulet 'Frostrace' voratun amulet 'Frostrace'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -14% Damage when hit (Melee): 4 light / 10 cold Changes stats: +10 Mag Changes resistances: +6% cold Changes resistances penetration: +15% cold Life regen: +7.00 Amulets make your neck look great! |
NOTE: wil 4 Biledredge the copper ring =wil 4, natpen 5=Biledredge the copper ring =wil 4, natpen 5= Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% nature / +10% temporal Changes resistances penetration: +5% nature Changes damage: +3% blight / +10% temporal / +3% nature Mana when firing critical spell: +2.00 Maximum mana: +20.00 Rings make your fingers look great! |
Erelanik the copper ring Erelanik the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Con Changes damage: +12% mind Critical mult.: +10.00% Spell save: +11 (+5 eff.) Mental save: +9 (+3 eff.) Maximum stamina: +43.00 Maximum psi: +30.00 Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
Kirim KirimInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +6 Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Armour: +6 Damage when hit (Melee): 4 physical Changes resistances: +24% cold Changes resistances penetration: +15% physical Changes damage: +12% cold Rings make your fingers look great! |
Shadowsnake ShadowsnakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +3% blight / +15% temporal / +9% nature Changes resistances penetration: +15% darkness Changes damage: +3% darkness Rings make your fingers look great! |
NOTE: wil 3 copper ring 'Isara' =arcburn 20, wil 3=copper ring 'Isara' =arcburn 20, wil 3= Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Wil Changes resistances: +3% blight / +9% nature Mental save: +6 (+2 eff.) Rings make your fingers look great! |
copper ring of nature (+22%) =nature= copper ring of nature (+22%) =nature=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
NOTE: mag 2 wizard's copper ring of clarity =conf 21, mag 2=wizard's copper ring of clarity =conf 21, mag 2= Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
Blacksteel the steel ring Blacksteel the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage when hit (Melee): 10 mind / 2 darkness Changes resistances: +5% arcane Changes damage: +6% arcane / +6% darkness Mental save: +8 (+3 eff.) Confusion immunity: +28% Rings make your fingers look great! |
Chamumarain ChamumarainPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances: +3% acid / +9% temporal / +9% lightning / +12% blight Silence immunity: +10% Teleport immunity: +10% Spellpower: +8 (+4 eff.) Rings make your fingers look great! |
Elenimachak the steel ring Elenimachak the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +6 Cun / +6 Wil Changes resistances: +12% light / +5% physical Changes resistances penetration: +15% acid Only die when reaching: -60.00 life Mindpower: +7 (+2 eff.) Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Elithra ElithraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical power: +9 (+2 eff.) Changes stats: +2 Dex / +7 Wil Changes resistances: +5% arcane Critical mult.: +20.00% Physical save: +12 (+5 eff.) Maximum hate: +6.00 Spellpower: +9 (+5 eff.) Mindpower: +9 (+2 eff.) Rings make your fingers look great! |
Emedhevena the steel ring Emedhevena the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +17 (+3 eff.) Changes resistances: +15% acid Changes resistances penetration: +10% arcane Vim when firing critical spell: +2.00 Maximum mana: +40.00 Movement speed: +14% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings make your fingers look great! |
Glittersin GlittersinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +26% lightning Changes resistances penetration: +5% blight Changes damage: +13% lightning Critical mult.: +20.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Light radius: +3 Rings make your fingers look great! |
NOTE: dex 5, cun 4 Glorolaith the steel ring =dex 5, cun 4=Glorolaith the steel ring =dex 5, cun 4= Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances: +22% acid / +12% mind / +5% arcane Changes damage: +11% acid / +24% mind / +6% arcane Rings make your fingers look great! |
Lorandur the Carrionorder Lorandur the CarrionorderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +28% lightning / +15% temporal / +3% nature Changes resistances penetration: +10% nature Changes damage: +14% lightning Rings make your fingers look great! |
NOTE: con 5, cun 3 Mayovena the steel ring =con 5, cun 3=Mayovena the steel ring =con 5, cun 3= Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 36 Damage (Melee): 8 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 36 Damage (Ranged): 9 physical Changes stats: +3 Cun / +5 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Infravision radius: +3 See invisible: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
NOTE: str/wil 4 Ring of Growth =nat/phys dam 8, st/wi 4=Ring of Growth =nat/phys dam 8, st/wi 4= Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
NOTE: cun 6, dex 5 Toratir the steel ring =life -60, cun 6, dex 5=Toratir the steel ring =life -60, cun 6, dex 5= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +4 Defense: +5 (+1 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +1% physical / +3% fire Physical save: +12 (+5 eff.) Spell save: +3 (+2 eff.) Only die when reaching: -60.00 life Rings make your fingers look great! |
NOTE: con 6, wil 4 Vargh Redemption =con 6, wil 4=Vargh Redemption =con 6, wil 4= Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 22.71 cold and 20.27 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +7 (+4 eff.) Rings make your fingers look great! |
NOTE: mag 3, dex/wil 2, str 1 steel ring 'Gann' =mag 3, dex/wil 2, str 1=steel ring 'Gann' =mag 3, dex/wil 2, str 1= Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str / +2 Dex / +3 Mag / +2 Wil Changes resistances: +12% temporal Changes damage: +12% temporal Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Spellpower: +5 (+3 eff.) Mindpower: +7 (+2 eff.) Infravision radius: +2 Rings make your fingers look great! |
steel ring 'Umbragore' steel ring 'Umbragore'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage when hit (Melee): 8 mind / 10 darkness Changes stats: +7 Cun / +6 Dex Changes resistances: +3% mind / +12% darkness Changes damage: +6% lightning Rings make your fingers look great! |
NOTE: mag 3 wizard's steel ring =mag 3=wizard's steel ring =mag 3= Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
wizard's steel ring of fire (+26%) wizard's steel ring of fire (+26%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +26% fire Changes damage: +13% fire Spell save: +6 (+3 eff.) Rings make your fingers look great! |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+5 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kindlegasher KindlegasherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce armor by 28% Changes resistances: +15% light / +15% nature Mental save: +20 (+7 eff.) Confusion immunity: +36% Life regen: +4.00 Rings make your fingers look great! |
Rootripper the gold ring Rootripper the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +30% fire Changes resistances penetration: +15% nature / +25% light Changes damage: +9% lightning / +24% light / +15% fire / +9% nature / +9% darkness Rings make your fingers look great! |
NOTE: cun 5 Shimmertreason =cun 5=Shimmertreason =cun 5= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 4 acid Changes stats: +5 Cun Changes resistances: +12% lightning / +6% fire / +15% light / +12% temporal Changes damage: +9% lightning / +12% acid Rings make your fingers look great! |
Splendourvault the gold ring Splendourvault the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% blight / +15% light / +12% nature Physical save: +9 (+4 eff.) Silence immunity: +35% Mana each turn: +0.18 Maximum life: +60.00 Light radius: +2 Healing mod.: +10% Rings make your fingers look great! |
Swamphue SwamphueCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +6% cold Changes resistances penetration: +15% nature Changes damage: +6% nature / +27% mind Rings make your fingers look great! |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Effective talent level: 4.5 Use mode: Activated Vim cost: 15 Range: 6 Cooldown: 8 Travel Speed: 400% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 64.93 fire damage and 85.97 darkness damage in a radius of 5. The damage will increase with your Spellpower. "An innocuous bauble. Until you look through the hole." |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring 'Tosin' gold ring 'Tosin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Physical power: +30 (+8 eff.) Defense: +30 (+6 eff.) Changes stats: +3 Str / +7 Dex / +6 Cun Maximum stamina: +20.00 Rings make your fingers look great! |
NOTE: mag 7 gold ring 'Velukira' =mag 7=gold ring 'Velukira' =mag 7= Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag Changes resistances penetration: +25% temporal Spell save: +10 (+5 eff.) Mana each turn: +0.20 Vim when firing critical spell: +2.00 Spell crit. chance: +2% Rings make your fingers look great! |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 36 Damage (Melee): 14 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 36 Damage (Ranged): 14 physical Changes stats: +5 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
NOTE: con 2 titan's gold ring of lightning (+20%) =ltn 20, con 2=titan's gold ring of lightning (+20%) =ltn 20, con 2= Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +4 (+2 eff.) Rings make your fingers look great! |
titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +10 (+2 eff.) Changes stats: +4 Con Physical save: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
treant's gold ring of misery treant's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 36 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 36 Damage (Ranged): 5 physical Changes stats: +3 Cun Changes resistances: +8% nature / +8% blight Poison immunity: +16% Disease immunity: +14% Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
warrior's gold ring of lightning (+24%) warrior's gold ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Eilinyrawen EilinyrawenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 18 Changes stats: +10 Wil Changes resistances penetration: +25% mind / +29% arcane Critical mult.: +23.24% Silence immunity: +37% Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +11 Spell crit. chance: +4% Rings make your fingers look great! |
Yvywen YvywenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +11 Mag / +7 Cun / +8 Con Changes resistances penetration: +20% mind Changes damage: +15% mind Spell save: +12 (+5 eff.) See invisible: +15 Rings make your fingers look great! |
savage's stralite ring savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Spell save: +14 (+6 eff.) Maximum stamina: +23.00 Rings make your fingers look great! |
sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +6 Cun / +5 Dex Life regen: +8.00 Maximum life: +69.00 Healing mod.: +13% Rings make your fingers look great! |
NOTE: dex/cun 8 sneakthief's stralite ring of life =life 48, dex/cun 8=sneakthief's stralite ring of life =life 48, dex/cun 8= Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +13.00 Maximum life: +48.00 Healing mod.: +14% Rings make your fingers look great! |
sneakthief's stralite ring of luminosity sneakthief's stralite ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Damage (Melee): 19 light Damage (Ranged): 31 light Changes stats: +8 Dex / +8 Mag / +8 Cun Changes damage: +16% light Rings make your fingers look great! |
stralite ring of warding stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +19% acid / +20% fire / +10% lightning / +18% cold Rings make your fingers look great! |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
NOTE: dex 11, wil 2 Splendourqueller =conf 38, dex 11, wil 2=Splendourqueller =conf 38, dex 11, wil 2= Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 28% Changes stats: +11 Dex / +2 Wil Changes resistances: +9% acid Changes damage: +9% light Mental save: +10 (+4 eff.) Confusion immunity: +38% Infravision radius: +2 Rings make your fingers look great! |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Overburst OverburstRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Travel speed: +600% Attacks use: 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
penetrating voratun steamgun of piercing =penetration= penetrating voratun steamgun of piercing =penetration=Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +14 Changes resistances penetration: +11% all / +21% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking voratun steamgun of tinkering (+6) =r10, silence= throat-seeking voratun steamgun of tinkering (+6) =r10, silence=Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +25 nature Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +12% nature Critical mult.: +0.00% Steampower: +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quiver of Domination (20/20, 24-33 power, 8 apr) Quiver of Domination (20/20, 24-33 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Sewerrazor the quiver of dragonbone arrows (22/135, 93-130 power, 36 apr) Sewerrazor the quiver of dragonbone arrows (22/135, 93-130 power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 93.5 - 130.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +24.0% Capacity: 135 Turns elapse between self-loadings: 4 On weapon hit: * 20% chance to slow global speed by 64% On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 nature Damage (radius 1) on hit: +4 light / +20 nature When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of voratun shots of annihilation (22/22, 60-72 power, 15 apr) =20 kb= psychokinetic pouch of voratun shots of annihilation (22/22, 60-72 power, 15 apr) =20 kb=Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 60.5 - 72.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +15.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 241 physical damage Travel speed: +200% Damage (Ranged): +35 physical When wielded/worn: Shots are used with slings to pummel your foes to death. |
Splendourmortal the cashmere robe (0 def, 0 armour) Splendourmortal the cashmere robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning / 4 nature / 6 light Changes resistances: +12% nature / +22% physical / +18% light / +11% all Changes resistances penetration: +25% light Changes damage: +9% light / +22% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of power (0 def, 0 armour) =lucid= dreamer's silk robe of power (0 def, 0 armour) =lucid=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 Armour Hardiness: +0% Fatigue: +0% Changes resistances: +13% darkness / +10% mind / +13% all Changes damage: +7% all Physical save: +14 (+6 eff.) Spell save: +11 (+5 eff.) Mental save: +36 (+11 eff.) Spellpower: +14 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe (0 def, 0 armour) =all 15= psion's elven-silk robe (0 def, 0 armour) =all 15=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +14% mind Changes damage: +28% mind Psi each turn: +0.66 Maximum psi: +25.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour) =dshield= The Untouchable (14 def, 12 armour) =dshield=Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Armour Hardiness: +0% Defense: +14 (+3 eff.) Fatigue: +0% 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. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Mighty Girdle =enc 70= Mighty Girdle =enc 70=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Layedamira the hardened leather belt =physcrit 8, maxes= Layedamira the hardened leather belt =physcrit 8, maxes=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Fatigue: +0% Changes stats: +2 Str / +4 Dex / +2 Mag / +8 Cun Maximum encumbrance: +0 Physical save: +8 (+4 eff.) Maximum life: +50.00 Maximum mana: +43.00 Maximum stamina: +31.00 Maximum hate: +13.00 Maximum psi: +25.00 Maximum vim: +23.00 Maximum pos.energy: +28.00 Maximum neg.energy: +25.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +9% Infravision radius: +3 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
monstrous hardened leather belt of burglary =stealth 8, disarm 17= monstrous hardened leather belt of burglary =stealth 8, disarm 17=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Dex / +4 Cun / +4 Con / +7 Lck Trap disarming bonus: +17 Stealth bonus: +8 Physical save: +8 (+4 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
ravager's drakeskin leather belt of transcendence =phys= ravager's drakeskin leather belt of transcendence =phys=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +13% physical Changes damage: +23% physical Physical save: +13 (+6 eff.) Mindpower: +8 (+2 eff.) A belt that goes around your waist. |
Dairostir (1 def, 0 armour) =stealth 6, conf 20, cmult= Dairostir (1 def, 0 armour) =stealth 6, conf 20, cmult=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Defense: +1 (+0 eff.) Changes resistances: +3% temporal Changes damage: +12% blight Critical mult.: +12.00% Stealth bonus: +6 Mental save: +12 (+4 eff.) Cut immunity: +20% Silence immunity: +20% Confusion immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camadohell (2 def, 0 armour) =acc 27, physdam 30= Camadohell (2 def, 0 armour) =acc 27, physdam 30=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +14 Defense: +2 (+0 eff.) Changes stats: +3 Str / +4 Dex / +4 Cun Changes damage: +30% physical Physical save: +15 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargeidol (2 def, 0 armour) Chargeidol (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 6 lightning Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances penetration: +25% lightning Critical mult.: +20.00% Equilibrium when hit: +0.20 Psi when hit: +0.32 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Winterusher (3 def, 3 armour) =cmult 10, evade 4= Winterusher (3 def, 3 armour) =cmult 10, evade 4=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +20 (+5 eff.) Armour: +3 Defense: +3 (+1 eff.) Changes damage: +6% cold Critical mult.: +10.00% Stamina each turn: +2.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Blazesun (13 def, 3 armour) =natdam 27= Blazesun (13 def, 3 armour) =natdam 27=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+3 eff.) Changes stats: +10 Dex Changes resistances: +30% lightning / +9% temporal Changes resistances penetration: +25% lightning / +20% temporal Changes damage: +27% nature A pair of boots made of leather. |
NOTE: luck 10, dex 5 stealthy pair of hardened leather boots of speed (0 def, 3 armour) =stealth 8, move 25=stealthy pair of hardened leather boots of speed (0 def, 3 armour) =stealth 8, move 25= Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +10 Lck / +5 Dex Stealth bonus: +8 Movement speed: +25% A pair of boots made of leather. |
Morninghue (30 def, 5 armour) =emc 49, blind/silence 20= Morninghue (30 def, 5 armour) =emc 49, blind/silence 20=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+6 eff.) Fatigue: -6% Changes resistances penetration: +15% light Changes damage: +21% acid Maximum encumbrance: +49 Physical save: +15 (+6 eff.) Spell save: +18 (+7 eff.) Blindness immunity: +20% Silence immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kindleshear the hardened leather gloves (0 def, 2 armour) Kindleshear the hardened leather gloves (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Effects when hit in melee: * 26 arcane resource burn Changes resistances: +15% temporal Changes damage: +6% light Physical save: +7 (+4 eff.) Spell save: +20 (+8 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +31% Life regen: +4.00 Stamina each turn: +0.90 Psi each turn: +0.21 Light radius: +3 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 27 arcane resource burn Perfect Control Effective talent level: 4.5 Use mode: Activated Psi cost: 15 Range: melee/personal Cooldown: 50 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: Encase your body in a sheath of thought-quick forces, allowing you to control your body's movements directly without the inefficiency of dealing with crude mechanisms like nerves and muscles. Increases Accuracy by 47 and critical strike chance by 23.5% for 8 turns. Second Wind Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 50 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Description: Take a deep breath to recover 108 stamina. The stamina recovery improves with your Strength and Willpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rainstrike (0 def, 2 armour) =natpen 25= Rainstrike (0 def, 2 armour) =natpen 25=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 cold Changes resistances: +7% cold / +6% light / +3% fire Changes resistances penetration: +25% nature Changes damage: +5% cold Spell save: +6 (+3 eff.) When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +6 ice Effective talent level: 4.5 Use mode: Activated Equilibrium cost: 20 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 173.19 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gunehir (0 def, 7 armour) Gunehir (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +7 Changes stats: +6 Dex Changes resistances: +6% nature / +15% cold Physical save: +18 (+7 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Harehir the dwarven-steel gauntlets (20 def, 2 armour) =stun 20, life 60= Harehir the dwarven-steel gauntlets (20 def, 2 armour) =stun 20, life 60=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +20 (+4 eff.) Fatigue: +3% Damage (Melee): 10 nature Changes resistances: +6% acid / +9% darkness / +7% nature / +20% blight Changes damage: +7% nature Spell save: +9 (+4 eff.) Stun/Freeze immunity: +20% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +11 nature Effective talent level: 4.5 Use mode: Activated Equilibrium cost: 12 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe crippling poison in a frontal cone of radius 8. Any target caught in the area will take 53.32 nature damage each turn for 6 turns. The poison also gives enemies a 27% chance to fail actions more complicated than basic attacks and movement, while it is in effect. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Metal gloves protecting the hands up to the middle of the lower arm. |
NOTE: wil 6, mag 2 Mucusstoker the dwarven-steel gauntlets (0 def, 2 armour) =10 slow=Mucusstoker the dwarven-steel gauntlets (0 def, 2 armour) =10 slow= Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 64% Damage (Melee): 7 nature Changes stats: +6 Wil / +2 Mag Changes resistances: +5% nature / +9% cold Changes damage: +5% nature Disarm immunity: +0% Light radius: +1 When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +5 nature Effective talent level: 4.5 Use mode: Activated Equilibrium cost: 12 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe crippling poison in a frontal cone of radius 8. Any target caught in the area will take 53.32 nature damage each turn for 6 turns. The poison also gives enemies a 27% chance to fail actions more complicated than basic attacks and movement, while it is in effect. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%. Metal gloves protecting the hands up to the middle of the lower arm. |
Galevile (0 def, 3 armour) Galevile (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +5% Changes stats: +8 Str Changes resistances: +15% lightning / +5% physical Changes damage: +15% lightning / +24% physical Life regen: +8.00 Stamina each turn: +2.00 Maximum stamina: +29.00 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Effective talent level: 6.5 Use mode: Activated Psi cost: 10 Range: 7 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power Description: Puts targets in a radius 7 cone into a nightmarish sleep for 5 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. Each turn, they'll suffer 60.88 darkness damage. This damage will not reduce the duration of the effect. When Nightmare 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. The damage threshold and mind damage will scale with your Mindpower. Metal gloves protecting the hands up to the middle of the lower arm. |
NOTE: con 8, str 4 hardened leather hat 'Brenelin' (0 def, 3 armour) =physpen 25, life -40=hardened leather hat 'Brenelin' (0 def, 3 armour) =physpen 25, life -40= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +4 Str / +8 Con Changes resistances penetration: +25% physical Changes damage: +12% mind Only die when reaching: -40.00 life A hat made of leather. Very stylish. |
NOTE: str 7 hardened leather hat 'Harigrim' (0 def, 3 armour) =cmult 15, life -60=hardened leather hat 'Harigrim' (0 def, 3 armour) =cmult 15, life -60= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Str Changes resistances: +2% physical Changes damage: +9% physical Critical mult.: +15.00% Physical save: +9 (+4 eff.) Only die when reaching: -60.00 life It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 170.4 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+5 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Agony Effective talent level: 3.5 Use mode: Activated Hate cost: 5 Range: 7 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power Description: Unleash agony upon your target. The pain will grow over the course of 5 turns. The first turn will inflict 32 damage, and slowly increase to 160 on the last turn (303 total). 25% chance of brainlock. The damage will increase with your Mindpower. Hateful Whisper Effective talent level: 3.5 Use mode: Activated Hate cost: 12 Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 308 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 28% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
NOTE: wil 10 Dourtouch the voratun helm (0 def, 13 armour) =stun 20, life 100/-40=Dourtouch the voratun helm (0 def, 13 armour) =stun 20, life 100/-40= Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +10 Wil Changes resistances: +10% blight / +3% physical / +5% arcane Changes resistances penetration: +5% darkness Mental save: +12 (+4 eff.) Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Maximum life: +100.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
5 agate 5 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. |
4 spinel 4 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. |
6 ametrine 6 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. |
citrine 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. |
7 zircon 7 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. |
8 aquamarine 8 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. |
6 opal 6 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst 12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx 7 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 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. |
7 garnet 7 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. |
6 quartz 6 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 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. |
9 amber 9 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. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond 2 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. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). Effective talent level: 3.5 Use mode: Activated Mana cost: 10 Range: 7 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Your golem fires a beam from his eyes, doing 166.03 fire damage, 186.02 cold damage or 166.03 lightning damage. The beam will always be the maximun range it can be and will not harm friendly creatures. The damage will increase with your golem's Spellpower. This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star =vision 20= Burning Star =vision 20=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
70 alchemist agate 70 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. |
Light of Revelation =horrors 25/25, see 35= Light of Revelation =horrors 25/25, see 35=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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 grapple =spring grapple= voratun grapple =spring grapple=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler =air 5= amazing air recycler =air 5=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft corrosive shell mastercraft corrosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft solid shell mastercraft solid shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree =undead/demon/horror 35= voratun silver filigree =undead/demon/horror 35=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating =20 kb= perfect thunderclap coating =20 kb=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 43] =magical= amazing fiery salve [power 43] =magical=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 191% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (43% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 43] =physical= amazing frost salve [power 43] =physical=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 191% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (43% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 621] =heal 5= amazing healing salve [power 621] =heal 5=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 191% efficiency and 64% cooldown modifier. It can be used to heal 621 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 43] =mental= amazing water salve [power 43] =mental=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 191% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (43% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Mummified Egg-sac of Ungolë =spiders= Mummified Egg-sac of Ungolë =spiders=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
NOTE: str/cun 2 dwarven-steel pickaxe 'Bokithad' (dig speed 25 turns) =stun 20, dig 25=dwarven-steel pickaxe 'Bokithad' (dig speed 25 turns) =stun 20, dig 25= Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Str Changes resistances: +9% blight / +1% physical / +10% darkness / +6% temporal Damage affinity(heal): +15% darkness Critical mult.: +5.00% Disarm immunity: +10% Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Zeragahek the Flashmight [power 370] (15 cooldown) =20 slow= Zeragahek the Flashmight [power 370] (15 cooldown) =20 slow=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 10 nature / 4 light Changes resistances: +30% lightning Light radius: +3 It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 399 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
NOTE: wil 4 Issitodir [power 380] (15 cooldown) =silence, wil 4=Issitodir [power 380] (15 cooldown) =silence, wil 4= Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% arcane Psi when hit: +0.24 Hate when firing a critical mind attack: +4.00 It can be used to blast the opponent's mind dealing 604 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Fulylar [power 116] (15 cooldown) =physpen 15, crit 2= Fulylar [power 116] (15 cooldown) =physpen 15, crit 2=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Changes resistances penetration: +15% physical Only die when reaching: -20.00 life It can be used to sting an enemy dealing 153 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 37. Natural totems are made by powerful wilders to store nature power. |
Xanolle the ash totem of stinging [power 206] (15 cooldown) =stun 20, life -40= Xanolle the ash totem of stinging [power 206] (15 cooldown) =stun 20, life -40=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +15% temporal / +12% fire Changes damage: +12% blight Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Healing mod.: +20% It can be used to sting an enemy dealing 271 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Bethytta the yew wand of clairvoyance [power 12] (15 cooldown) =clair 12= Bethytta the yew wand of clairvoyance [power 12] (15 cooldown) =clair 12=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +6% acid / +12% temporal Changes resistances penetration: +20% acid Changes damage: +18% acid Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Spell crit. chance: +3% It can be used to reveal the area around you, dispelling darkness (radius 12, power 54 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog =special= The Cog =special=Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 Erin Rose the Cornac Adventurer level 44
41st Pyre 124th year of Ascendancy at 17:15 see stats
By Erin Rose the Cornac Adventurer level 24
67th Pyre 123rd year of Ascendancy at 20:26 see stats
By Erin Rose the Cornac Adventurer level 44
39th Pyre 124th year of Ascendancy at 23:36 see stats
By Erin Rose the Cornac Adventurer level 20
74th Regrowth 123rd year of Ascendancy at 01:05 see stats
By Erin Rose the Cornac Adventurer level 33
13rd Haze 123rd year of Ascendancy at 17:41 see stats
By Erin Rose the Cornac Adventurer level 30
52nd Dusk 123rd year of Ascendancy at 10:57 see stats
By Erin Rose the Cornac Adventurer level 25
3rd Mirth 123rd year of Ascendancy at 22:55 see stats
By Erin Rose the Cornac Adventurer level 9
17th Haze 122nd year of Ascendancy at 01:18 see stats
By Erin Rose the Cornac Adventurer level 49
71st Dusk 124th year of Ascendancy at 05:33 see stats
By Erin Rose the Cornac Adventurer level 31
66th Dusk 123rd year of Ascendancy at 09:58 see stats
By Erin Rose the Cornac Adventurer level 34
37th Haze 123rd year of Ascendancy at 13:27 see stats
By Erin Rose the Cornac Adventurer level 22
48th Pyre 123rd year of Ascendancy at 03:20 see stats
By Erin Rose the Cornac Adventurer level 23
61st Pyre 123rd year of Ascendancy at 22:01 see stats
By Erin Rose the Cornac Adventurer level 23
57th Pyre 123rd year of Ascendancy at 12:12 see stats
By Erin Rose the Cornac Adventurer level 48
49th Dusk 124th year of Ascendancy at 07:05 see stats
By Erin Rose the Cornac Adventurer level 24
67th Pyre 123rd year of Ascendancy at 20:47 see stats
By Erin Rose the Cornac Adventurer level 32
69th Dusk 123rd year of Ascendancy at 11:42 see stats
By Erin Rose the Cornac Adventurer level 10
28th Haze 122nd year of Ascendancy at 05:36 see stats
By Erin Rose the Cornac Adventurer level 20
58th Regrowth 123rd year of Ascendancy at 16:13 see stats
By Erin Rose the Cornac Adventurer level 30
50th Dusk 123rd year of Ascendancy at 06:40 see stats
By Erin Rose the Cornac Adventurer level 40
1st Time of Balance 124th year of Ascendancy at 02:24 see stats
By Erin Rose the Cornac Adventurer level 50
76th Dusk 124th year of Ascendancy at 15:45 see stats
By Erin Rose the Cornac Adventurer level 47
1st Summertide 124th year of Ascendancy at 09:05 see stats
By Erin Rose the Cornac Adventurer level 21
10th Pyre 123rd year of Ascendancy at 08:01 see stats
By Erin Rose the Cornac Adventurer level 47
1st Summertide 124th year of Ascendancy at 10:37 see stats
By Erin Rose the Cornac Adventurer level 38
40th Regrowth 124th year of Ascendancy at 04:49 see stats
By Erin Rose the Cornac Adventurer level 36
73rd Haze 123rd year of Ascendancy at 15:55 see stats
By Erin Rose the Cornac Adventurer level 43
39th Pyre 124th year of Ascendancy at 10:52 see stats
By Erin Rose the Cornac Adventurer level 30
52nd Dusk 123rd year of Ascendancy at 07:40 see stats
By Erin Rose the Cornac Adventurer level 49
76th Dusk 124th year of Ascendancy at 04:31 see stats
By Erin Rose the Cornac Adventurer level 14
65th Haze 122nd year of Ascendancy at 16:21 see stats
By Erin Rose the Cornac Adventurer level 22
47th Pyre 123rd year of Ascendancy at 00:57 see stats
By Erin Rose the Cornac Adventurer level 4
3rd Haze 122nd year of Ascendancy at 05:08 see stats
By Erin Rose the Cornac Adventurer level 24
67th Pyre 123rd year of Ascendancy at 20:26 see stats
By Erin Rose the Cornac Adventurer level 14
76th Haze 122nd year of Ascendancy at 07:32 see stats
By Erin Rose the Cornac Adventurer level 36
18th Regrowth 124th year of Ascendancy at 03:54 see stats
By Erin Rose the Cornac Adventurer level 28
24th Dusk 123rd year of Ascendancy at 01:49 see stats
By Erin Rose the Cornac Adventurer level 24
69th Pyre 123rd year of Ascendancy at 01:55 see stats
By Erin Rose the Cornac Adventurer level 43
39th Pyre 124th year of Ascendancy at 11:08 see stats
By Erin Rose the Cornac Adventurer level 44
66th Pyre 124th year of Ascendancy at 06:05 see stats
Log
You collect a new ingredient: lump of voratun (1).
You gain 18.20 gold from the melting of voratun battleaxe 'Pitchmark' (55-82 power, 4 apr).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.00 gold from the melting of wild infusion (res 21%; mental; dur 2; cd 15).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 1.53 gold from the melting of movement infusion (speed 789%; cd 15).
Erin Rose uses Create Tinker.
Resting starts...
Talent Stealth is ready to use.
Erin Rose activates Stealth.
Talent Implant: Steam Generator is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 79th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Today is the 1st Time of Equilibrium of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
There is a Gates of Morning (Town) here (press '' or right click to use).
Erin Rose deactivates Stealth.