Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Dark Priest 1.4.4Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Damned Class 1.2.5Adds a new afflicted class. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Spell Merchants 1.0.0 Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Everyone Options 1.4.5Starts characters off with category points instead of categories known. Infinite Cat Points 1.4.0One Cat Point per level. Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Maj'Eyal Orc |
Class | Psyshot |
Level / Exp | 81 / 60% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 365 (base 81) |
Dexterity | 145 (base 85) |
Constitution | 294 (base 85) |
Magic | 137 (base 85) |
Willpower | 221 (base 85) |
Cunning | 349 (base 85) |
Resources
Life | 23478/23478 |
Mana | 2755/2755 |
Psi | 996/996 |
Equilibrium | 0 |
Healing Factor | 2.5 |
Regeneration | 302.25 |
Speed
Mental | +118.85% |
Attack | +108.85% |
Movement | +394% |
Spell | +108.85% |
Global | +147.02% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 22 |
See Stealth | 10 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 488 |
Accuracy | 99 |
Crit Chance | 505% |
APR | 318 |
Speed | 0.37 |
Offense: Offhand
Damage | 261 |
Accuracy | 111 |
Crit Chance | 465% |
APR | 328 |
Speed | 0.46 |
Offense: Spell
Spellpower | 190 |
Crit Chance | 100% |
Speed | 0.47881254488868 |
Offense: Mind
Mindpower | 234 |
Crit Chance | 100% |
Speed | 0.47881254488868 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | +20% |
Defense: Base
Armour (hardiness) | 445.82 (100%) |
Defense | 118 |
Ranged Defense | 118 |
Fatigue | 0 |
Physical Save | 160 |
Spell Save | 73 |
Mental Save | 103 |
Defense: Resistances
All | + 56%( 77%) |
Defense: Immunities
Stun Resistance | 56% |
Confusion Resistance | 56% |
Blind Resistance | 10% |
Silence Resistance | 0% |
Bleed Resistance | 80% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 272% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 363% efficiency and cooldown mod of 100%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 29.4 steam per turn. Can be activated for an instant burst of 147 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Psytech gunnery | 3.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Psionic / Psionic fog | 5.70 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Dread | 4.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Avoidance | 1.70 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Psionic / Action at a distance | 5.70 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Mechstar | 4.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Thoughts of iron | 8.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Psionic / Nightmare | 4.90 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Psionic / Gestalt | 3.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 7/5 |
| 7/5 |
| 7/5 |
| 1/5 |
Steamtech / Engineering | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Combat training | 1.70 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Physics | 33.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Race / Orc | 10.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Stone alchemy | 0.90 |
| 5/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Blacksmith | 10.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Night Terror |
talent | Gestalt |
talent | Negative Biofeedback |
talent | Mechanical Arms |
Quests
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 |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Old Forest) | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. | active |
Equipment
On feet | Shocknaught the pair of voratun boots (0 def, 26 armour) Shocknaught the pair of voratun boots (0 def, 26 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +26 Fatigue: +4% Effects on melee hit: * 46% chance to daze Damage when hit (Melee): 4 blight Changes stats: +24 Str / +17 Dex / +7 Mag / +14 Wil / +14 Cun / +23 Con Changes resistances: +3% blight / +15% fire / +15% cold Changes resistances penetration: +15% physical Changes damage: +10% physical Talent granted: +5 Moss Tread Stealth bonus: +10 Physical save: +23 (+3 eff.) Spell save: +26 (+6 eff.) Mental save: +24 (+4 eff.) Infravision radius: +3 See invisible: +6 Size category: +1 It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 14 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Shadefear the pouch of voratun shots (21/21, 91-109.2 power, 30 apr) Shadefear the pouch of voratun shots (21/21, 91-109.2 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 91.0 - 109.2 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +30 Physical crit. chance: +45.0% Capacity: 21 Turns elapse between self-loadings: 2 On weapon hit: * 53% chance to inflict damage reduction * 10% chance to crush the target * 20% chance to torment the target On weapon crit: * cripple the target Travel speed: +400% Damage (Ranged): +20 temporal / +50 darkness / +18 mind / +16 gravity / +8 fire / +20 nature Burst (radius 1) on hit: +8 darkness / +8 fire Burst (radius 2) on crit: +16 fire Damage against: +20% Living When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | dwarven lantern 'Harilarak' dwarven lantern 'Harilarak'Powered by arcane forces Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 55 fire Changes stats: +15 Cun / +23 Mag Changes resistances: +6% acid / +1% physical / +17% fire / +9% mind / +3% lightning Changes damage: +20% light Blindness immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +15% Spellpower: +22 (+2 eff.) Light radius: +3 Infravision radius: +9 See stealth: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steamcatcher (20 def, 0 armour) Steamcatcher (20 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +17 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+2 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
On hands | Steam Powered Gauntlets (0 def, 20 armour) Steam Powered Gauntlets (0 def, 20 armour)Requires: - Talent 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: +20 Changes stats: +10 Str / +10 Dex Changes damage: +8% all Talent granted: +5 Itching Powder Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Tool | Chargeclamor [power 57] (29 cooldown) Chargeclamor [power 57] (29 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 16 mind / 4 lightning Changes stats: +2 Cun / +2 Wil Maximum wards: +4 acid / +4 nature / +4 light Changes damage: +6% mind Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +2 Rushing Claws +2 Ward Mental save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 It can be used to harden the skin for 7 turns increasing armour by 57 and armour hardiness by 30%, putting all charms on cooldown for 29 turns. When used: 100% chance to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | Aerisewen the Ashminister Aerisewen the AshministerPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 24% chance to cause random gloom * 15% chance to blind Damage (Melee): 17 bleed Effects on ranged hit: * 23% chance to cause random gloom * 13% chance to blind Damage (Ranged): 18 bleed Damage when hit (Melee): 4 acid Changes stats: +11 Str / +17 Mag / +17 Wil / +11 Cun / +11 Con Changes resistances: +3% acid / +22% darkness / +12% fire / +6% arcane / +12% mind Changes resistances penetration: +5% acid / +25% fire Changes damage: +3% acid / +12% mind / +11% darkness Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +26% Hate when firing a critical mind attack: +4.00 Maximum life: +26.00 Maximum hate: +14.00 Spellpower: +13 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 15% chance to daze * 30% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +6 Str / +6 Mag / +12 Wil / +7 Con Changes resistances penetration: +15% acid Changes damage: +9% acid / +9% temporal Mental save: +12 (+2 eff.) Spellpower: +9 (+1 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Stormswift the voratun amulet Stormswift the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +14 Defense: +20 (+3 eff.) Damage when hit (Melee): 4 nature / 8 lightning Changes stats: +17 Str / +15 Dex / +40 Wil / +15 Con Changes resistances: +5% arcane / +9% nature Changes resistances cap: +7% all Changes resistances penetration: +27% lightning Changes damage: +3% lightning / +10% physical / +6% arcane Physical save: +35 (+4 eff.) Mental save: +23 (+4 eff.) Cut immunity: +80% Confusion immunity: +21% Mindpower: +15 (+1 eff.) Combat speed: +10% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 788 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Poletha the steel steamgun Poletha the steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to cause random gloom * applies a stacking poison dealing 137 damage per turn Travel speed: +1000% Damage (Ranged): +9 acid / +31 mind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Changes stats: +6 Str / +26 Wil / +26 Cun Changes damage: +14% acid / +14% physical / +38% mind Grants telepathy: Dragon Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Maximum hate: +8.00 Mindpower: +27 (+2 eff.) Mental crit. chance: +1% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Skybrace SkybracePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +8 (+1 eff.) Armour: +19 Effects on melee hit: * Slows global speed by 15% * 40% chance to daze Changes stats: +17 Dex / +17 Cun / +30 Lck Changes resistances: +9% nature / +12% darkness Changes damage: +3% lightning Critical mult.: +25.00% Trap disarming bonus: +45 Stealth bonus: +21 Infravision radius: +10 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 17 turns. A belt that goes around your waist. |
In off hand | Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+2 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 33 power out of 60/60) : Effective talent level: 1.0 Power cost: 33 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.3 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 228 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | Korogodor the stralite plate armour (18 def, 57 armour) Korogodor the stralite plate armour (18 def, 57 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +57 Defense: +18 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +24 Str / +13 Wil / +12 Cun / +8 Con Changes resistances: +13% lightning / +6% temporal / +18% darkness / +11% fire / +3% nature / +13% acid / +43% physical / +22% cold / +9% mind Talent cooldown: Rush (-5 turns) Critical mult.: +5.00% Physical save: +108 (+12 eff.) Mental save: +35 (+6 eff.) Disarm immunity: +37% Confusion immunity: +5% Stun/Freeze immunity: +41% Knockback immunity: +36% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
steam generator implant (steam 6) steam generator implant (steam 6)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 919) healing infusion of the sneak (heal 919)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 919 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune of the duelist (absorb 897 for 6 turns) shielding rune of the duelist (absorb 897 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 897 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Saluth the gold amulet Saluth the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Str / +2 Dex / +6 Wil / +5 Cun / +2 Con Changes resistances: +3% acid Grants telepathy: Humanoid/Orc Cut immunity: +60% Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 1047 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Camudogar the stralite ring Camudogar the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +12 Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +6 Str / +5 Dex / +2 Wil / +9 Cun Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Mental save: +3 (+1 eff.) Disarm immunity: +35% Pinning immunity: +44% Knockback immunity: +37% Hate when firing a critical mind attack: +3.00 Maximum life: +42.00 Maximum hate: +13.00 Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Gunular the stralite ring Gunular the stralite ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Dex / +12 Mag / +6 Cun Changes resistances: +34% acid / +3% mind / +9% blight Changes damage: +17% acid Spell save: +12 (+3 eff.) Silence immunity: +31% Mana each turn: +0.23 Maximum life: +30.00 Maximum stamina: +10.00 Spellpower: +10 (+1 eff.) Rings can have magical properties. |
steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
stralite ring 'Gleamtrial' stralite ring 'Gleamtrial'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +33 (+5 eff.) Armour penetration: +14 Defense: +15 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom * 10% chance to gain 10% of a turn Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +9 Dex / +7 Cun / +14 Con Changes resistances: +3% acid / +6% fire / +15% blight Physical save: +34 (+4 eff.) Spell save: +32 (+8 eff.) Mental save: +36 (+6 eff.) Stun/Freeze immunity: +59% Knockback immunity: +20% Life regen: +5.70 Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum life: +88.00 Maximum stamina: +34.00 Maximum hate: +12.00 Light radius: +1 Healing mod.: +26% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Coalriver the living mindstar (16-17.6 power, 40 apr, mind damage) Coalriver the living mindstar (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +14.0% Attack speed: 100% On weapon hit: * 17% chance to corrode armour * Slows global speed by 20% * 20% chance to disease Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +4 darkness Damage against: +23% Undead When wielded/worn: Changes resistances: +20% blight / +12% darkness / +10% nature Changes resistances penetration: +5% blight / +12% darkness / +15% arcane / +14% mind Changes damage: +16% darkness / +6% nature / +24% mind Physical save: +8 (+1 eff.) Spell save: +17 (+4 eff.) Mental save: +7 (+1 eff.) Disease immunity: +21% Stamina when hit: +2.20 Equilibrium when hit: +1.60 Maximum mana: +40.00 Maximum vim: +20.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
Falylathatir (5.5-6.05 power, 18 apr, mind damage) Falylathatir (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +5 fire / +9 bleed When wielded/worn: Physical crit. chance: +7.0% Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 6 mind / 5 darkness Changes resistances: +6% nature / +6% cold / +6% darkness / +8% temporal Changes damage: +9% physical / +6% light / +12% blight / +6% fire / +4% mind / +5% darkness Physical save: +6 (+1 eff.) Spell save: +29 (+7 eff.) Mental save: +6 (+1 eff.) Silence immunity: +10% Mana each turn: +0.04 Equilibrium when hit: +1.10 Only die when reaching: -60.00 life Mindpower: +4 (+1 eff.) Mental crit. chance: +11% Light radius: +3 Infravision radius: +3 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. |
Galeward (8.5-9.35 power, 24 apr, nature damage) Galeward (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 8.5 - 9.4 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +8 lightning / +4 fire Damage against: +13% Undead When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 16 lightning / 4 mind / 5 darkness Changes resistances: +7% blight / +9% lightning / +19% darkness / +8% nature Changes resistances penetration: +8% mind / +5% darkness Changes damage: +3% fire / +16% mind / +14% darkness Stamina when hit: +1.10 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
Hurebers the thorny mindstar (10-11 power, 24 apr, mind damage) Hurebers the thorny mindstar (10-11 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 acid / +4 arcane When wielded/worn: Armour: +10 Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 acid / 7 mind / 5 darkness / 4 arcane Changes resistances: +10% physical / +10% nature / +5% arcane Changes resistances penetration: +5% acid Changes damage: +5% acid / +5% darkness / +16% cold / +17% fire / +6% mind / +10% lightning Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection +0.20 Technique / Conditioning Equilibrium when hit: +1.40 Mindpower: +11 (+1 eff.) Mental crit. chance: +3% 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. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Physical Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Radiancewaker the thorny mindstar (7-7.7 power, 24 apr, nature damage) Radiancewaker the thorny mindstar (7-7.7 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. The natural wyrm seeks an element. Base power: 7.0 - 7.7 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 1) on hit: +4 light When wielded/worn: Damage when hit (Melee): 4 lightning / 6 physical / 5 darkness / 4 acid / 4 fire / 3 cold / 3 mind / 4 light Changes stats: +3 Cun / +1 Wil Changes resistances: +6% lightning / +5% physical / +5% blight / +5% fire / +4% cold / +7% acid Changes resistances penetration: +10% light Changes damage: +5% darkness / +5% nature / +4% mind Disease immunity: +14% Equilibrium when hit: +0.04 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage) vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Sootmistress the voratun steamgun Sootmistress the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to gain 10% of a turn Travel speed: +600% Damage (Ranged): +13 cold / +25 draining blight Burst (radius 1) on hit: +2 darkness / +2 temporal Burst (radius 2) on crit: +2 blight Damage conversion: 50% temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +57 (+9 eff.) Physical crit. chance: +41.0% Changes resistances: +9% blight / +3% temporal / +12% darkness Changes resistances penetration: +5% blight / +45% physical Changes damage: +37% blight / +21% cold Talent cooldown: Strafe (-2 turns) Damage Shield penetration: +120% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun 'Beurak' stralite steamgun 'Beurak'Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Fire Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage (Ranged): +43 lightning Damage conversion: 41% temporal Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +5% blight Changes damage: +45% lightning / +9% acid Spell save: +9 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +6 (+1 eff.) New effects duration reduction after a teleport: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun 'Blazetouch' stralite steamgun 'Blazetouch'Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 111% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +800% Damage (Ranged): +14 mind / +28 fire Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +2 mind / +2 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Dex / +6 Wil / +5 Cun Changes resistances: +9% mind Changes resistances penetration: +13% fire Changes damage: +26% mind Life regen: +2.10 Mindpower: +13 (+1 eff.) Global speed: +5% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Layetta the Lustrebright Layetta the LustrebrightPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Wil / +3 Mag Changes resistances: +7% acid / +15% fire / +7% lightning / +17% cold Mana each turn: +0.12 Psi when hit: +0.12 Maximum mana: +37.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +20 A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yarekalthoroddanik the Glimmerreek (2 def, 0 armour) Yarekalthoroddanik the Glimmerreek (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 8 light Changes resistances: +14% blight / +16% mind / +22% light Changes damage: +14% blight / +9% acid / +16% mind / +21% light Mana each turn: +0.20 Maximum mana: +76.00 Spellpower: +20 (+2 eff.) Spell crit. chance: +9% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emukira the pair of drakeskin leather boots (0 def, 5 armour) Emukira the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 mind Changes stats: +7 Dex / +5 Wil / +5 Cun / +9 Con / +14 Lck Changes resistances: +15% lightning / +10% temporal / +12% darkness Changes resistances penetration: +22% physical Stealth bonus: +15 Physical save: +31 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +37 (+6 eff.) Cut immunity: +20% Mindpower: +9 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 84 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Unlightclash (12 def, 3 armour) Unlightclash (12 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 12 light / 4 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +21% darkness / +12% temporal Changes resistances penetration: +20% darkness / +13% temporal Changes damage: +12% light / +3% darkness Defense after a teleport: +18 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.7 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 42% chance to completely evade them and granting you 68 defense for 20 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
pair of hardened leather boots 'Torchmire' (0 def, 3 armour) pair of hardened leather boots 'Torchmire' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 fire Changes resistances: +3% temporal / +8% cold / +8% fire Changes resistances penetration: +10% temporal Changes damage: +15% fire Life regen: +2.60 Healing mod.: +17% A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
Emelivena the dwarven-steel gauntlets (0 def, 2 armour) Emelivena the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 11 mind / 20 darkness Damage when hit (Melee): 8 arcane Changes resistances: +9% acid Changes resistances penetration: +5% arcane Changes damage: +3% arcane Mental save: -12 (-2 eff.) Life regen: +5.40 Stamina each turn: +1.70 Psi each turn: +0.19 Maximum stamina: +14.00 Mindpower: +7 (+1 eff.) When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +4 acid Burst (radius 2) on crit: +8 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Armour Penetration: +8 Physical crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Brodystir the cashmere wizard hat (2 def, 0 armour) Brodystir the cashmere wizard hat (2 def, 0 armour)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +2 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +8 Wil / +9 Cun / +1 Con Changes resistances: +9% lightning / +6% blight / +6% cold / +9% nature / +5% arcane Mental save: +21 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Mindpower: +5 (+1 eff.) Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1398 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Xanoth (3 def, 6 armour) Xanoth (3 def, 6 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Effects on melee hit: * 31% chance to disease * 30% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +9 Wil / +6 Con Changes resistances: +54% mind / +6% acid Changes resistances penetration: +5% blight Changes damage: +43% mind / +3% blight Physical save: +34 (+4 eff.) Mental save: +38 (+6 eff.) Maximum psi: +69.00 Mindpower: +19 (+2 eff.) Mental crit. chance: +9% It can be used to activate talent Stone Wall, placing all other charms into a 44 cooldown : Effective talent level: 1.0 Power cost: 44 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 14 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 414.87 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 7 power out of 12/12) : Effective talent level: 5.0 Power cost: 7 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 731.71 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+2 eff.) This light leather armour features a special medical injector. |
Radiancebutcher the dwarven-steel plate armour (5 def, 11 armour) Radiancebutcher the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 mind / 4 light Changes stats: +6 Cun / +5 Wil Changes resistances: +17% lightning / +7% mind / +3% light Changes resistances penetration: +25% mind Mental save: +29 (+5 eff.) A suit of armour made of metal plates. |
Sootrace the dwarven-steel plate armour (5 def, 11 armour) Sootrace the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * 40% chance to corrode armour Changes stats: +5 Str / +5 Con Changes resistances: +24% lightning / +21% cold / +3% darkness / +15% acid Changes resistances penetration: +5% acid Changes damage: +21% acid Life regen: +7.50 Stamina each turn: +0.80 Maximum life: +116.00 Healing mod.: +21% A suit of armour made of metal plates. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
757 alchemist agate 757 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Obsidianspiker (dig speed 3 turns) Obsidianspiker (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +17 (+2 eff.) Fatigue: -9% Effects on melee hit: * 30% chance to inflict damage reduction * 15% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +8 Str / +4 Dex Changes resistances: +3% darkness / +9% temporal Changes resistances penetration: +5% darkness Changes damage: +9% darkness / +6% temporal Critical mult.: +20.00% Maximum life: +78.00 Maximum stamina: +55.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 44 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Oliruidin the alchemist's lamp Oliruidin the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Str / +8 Cun / +3 Con Changes resistances: +6% blight Grants telepathy: Dragon Critical mult.: +5.00% Life regen: +4.00 Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spellpower: +2 (+0 eff.) Light radius: -3 Infravision radius: +6 Damage Shield penetration: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 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. |
simple frost salve [power 49] simple frost salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 281% efficiency and 82% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (49% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
simple healing salve [power 563] simple healing salve [power 563]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 281% efficiency and 82% cooldown modifier. It can be used to heal 563, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bloomjeer (43/43, 38-45.6 power, 9 apr) Bloomjeer (43/43, 38-45.6 power, 9 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 38.0 - 45.6 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +5.0% Capacity: 43 Turns elapse between self-loadings: 3 On weapon hit: * Slows global speed by 40% * 10% chance to knock the target back Damage (Ranged): +26 physical / +4 arcane / +13 cold / +4 nature Burst (radius 1) on hit: +20 nature Burst (radius 2) on crit: +4 nature Shots are used with slings to pummel your foes to death. |
pouch of iron shots (24/25, 15-18 power, 1 apr) pouch of iron shots (24/25, 15-18 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 25 Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Isuldatha' (20/20, 54-64.8 power, 5 apr) pouch of stralite shots 'Isuldatha' (20/20, 54-64.8 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 54.0 - 64.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 54% chance to disease * 20% chance to torment the target Damage (Ranged): +37 insidious poison / +11 darkness / +21 blight / +13 mind Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Shots are used with slings to pummel your foes to death. |
thought-forged pouch of iron shots of accuracy (14/16, 16.5-19.8 power, 1 apr) thought-forged pouch of iron shots of accuracy (14/16, 16.5-19.8 power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 16 Turns elapse between self-loadings: 6 On weapon hit: * 13% chance to cause random gloom Damage (Ranged): +7 mind Shots are used with slings to pummel your foes to death. |
perfect explosive shell perfect explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect thunder grenade perfect thunder grenadePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Talent granted: +5 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
voratun voltaic sentry voratun voltaic sentryPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By bkj the Maj'Eyal Orc Psyshot level 39
8th Mirth 122nd year of Ascendancy at 19:35 see stats
By bkj the Maj'Eyal Orc Psyshot level 74
5th Flare 122nd year of Ascendancy at 19:40 see stats
By bkj the Maj'Eyal Orc Psyshot level 30
79th Pyre 122nd year of Ascendancy at 04:41 see stats
By bkj the Maj'Eyal Orc Psyshot level 81
6th Flare 122nd year of Ascendancy at 12:01 see stats
By bkj the Maj'Eyal Orc Psyshot level 10
74th Pyre 122nd year of Ascendancy at 12:43 see stats
By bkj the Maj'Eyal Orc Psyshot level 20
74th Pyre 122nd year of Ascendancy at 15:01 see stats
By bkj the Maj'Eyal Orc Psyshot level 30
79th Pyre 122nd year of Ascendancy at 01:40 see stats
By bkj the Maj'Eyal Orc Psyshot level 40
8th Mirth 122nd year of Ascendancy at 20:00 see stats
By bkj the Maj'Eyal Orc Psyshot level 50
9th Mirth 122nd year of Ascendancy at 09:05 see stats
By bkj the Maj'Eyal Orc Psyshot level 54
9th Mirth 122nd year of Ascendancy at 12:18 see stats
By bkj the Maj'Eyal Orc Psyshot level 45
9th Mirth 122nd year of Ascendancy at 03:31 see stats
By bkj the Maj'Eyal Orc Psyshot level 24
78th Pyre 122nd year of Ascendancy at 15:49 see stats
By bkj the Maj'Eyal Orc Psyshot level 23
78th Pyre 122nd year of Ascendancy at 10:16 see stats
By bkj the Maj'Eyal Orc Psyshot level 37
79th Pyre 122nd year of Ascendancy at 11:10 see stats
By bkj the Maj'Eyal Orc Psyshot level 81
1st Dusk 122nd year of Ascendancy at 00:34 see stats
By bkj the Maj'Eyal Orc Psyshot level 60
5th Flare 122nd year of Ascendancy at 07:08 see stats
By bkj the Maj'Eyal Orc Psyshot level 26
78th Pyre 122nd year of Ascendancy at 17:29 see stats
By bkj the Maj'Eyal Orc Psyshot level 14
74th Pyre 122nd year of Ascendancy at 13:10 see stats
Log
Saving done.
Saving game...
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Today is the 1st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:55.
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Saving done.
Your summoned terror disappears.
You don't see how to get there...
You don't see how to get there...
The staff carver spends some time with you, teaching you the basics of water element.
Ran for 3 turns (stop reason: didn't move).
You have learnt: Spell / Arcane
Bkj deactivates Night Terror.
Bkj deactivates Negative Biofeedback.
Bkj deactivates Gestalt.
Bkj deactivates Molten Iron Blood.
Bkj tessellates his cloak!
Bkj deactivates Mental Tyranny.
Bkj deactivates Mechanical Arms.