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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.5.0Official 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 1.5.0Combines 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: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Talents Work With Any Weapon 1.5.5Berserker punching orcs to death? Temporal Warden using guns? Why is this Sawbutcher using Mindstars? This mod removes some restrictions to let almost every talent work with almost any weapon. This mod is currently under development, so beware of potential problems and please report any bugs or errors here or preferably in the discussion thread. Suggestions are also welcome. More details and technical info can be found in the thread. Improved Staff of Awakening 1.4.9Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Exponential Leveling 1.4.8Exponential 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
Ashes of Urh'Rok 1.5.0Official 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:
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 80 / 51% |
Size | huge |
Lifes / Deaths | Killed by Commander Fralor at level 1 on the 11st Retaking 124th year of Ascendancy at 07:42 5 / 2Killed by Velotha the whitehoof ghoul at level 9 on the 28th Retaking 124th year of Ascendancy at 16:20 |
Primary Stats
Strength | 214 (base 83) |
Dexterity | 111 (base 83) |
Constitution | 139 (base 83) |
Magic | 88 (base 83) |
Willpower | 87 (base 83) |
Cunning | 121.4 (base 83) |
Resources
Mana | 2059/2059 |
Equilibrium | 85 |
Life | 22869/22869 |
Stamina | 1330/1330 |
Steam | 110/110 |
Healing Factor | 2.4642135922329 |
Regeneration | 202.54082184827 |
Speed
Mental | +123.35184285983% |
Attack | +123.35184285983% |
Movement | +458.6543751344% |
Spell | +108.3% |
Global | +147.02% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 14.736102681092 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 398 |
Accuracy | 85 |
Crit Chance | 366% |
APR | 172 |
Speed | 0.45 |
Offense: Offhand
Damage | 191 |
Accuracy | 85 |
Crit Chance | 366% |
APR | 170 |
Speed | 0.45 |
Offense: Spell
Spellpower | 90.5 |
Crit Chance | 100% |
Speed | 0.48007681228997 |
Offense: Mind
Mindpower | 198 |
Crit Chance | 100% |
Speed | 0.44772408733945 |
Offense: Damage Bonus
Acid | +23% |
Arcane | +17% |
Cold | +23% |
All | +8% |
Lightning | +23% |
Darkness | +11% |
Physical | +56% |
Mind | +17% |
Fire | +66% |
Nature | +36% |
Offense: Damage Penetration
Acid | +91% |
Lightning | +98% |
Cold | +88% |
Physical | +143% |
Fire | +125% |
All | +31% |
Defense: Base
Armour (hardiness) | 412.20614534625 (100%) |
Defense | 115 |
Ranged Defense | 116 |
Fatigue | 0 |
Physical Save | 115 |
Spell Save | 74 |
Mental Save | 69 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 55%( 70%) |
All | + 28%( 70%) |
Mind | + 46%( 70%) |
Lightning | + 70%( 70%) |
Light | + 51%( 70%) |
Temporal | + 42%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 41%( 70%) |
Fire | + 70%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 87% |
Confusion Resistance | 44% |
Poison Resistance | 70% |
Blind Resistance | 61% |
Disarm Resistance | 65% |
Bleed Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 64% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 96%. 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 308% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 24.2 steam per turn. Can be activated for an instant burst of 121 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -1143 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Battlefield management | 1.30 |
| 7/5 |
| 7/5 |
| 1/5 |
| 7/5 |
Steamtech / Sawmaiming | 1.30 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Automated butchery | 1.30 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 1/5 |
Steamtech / Furnace | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Two-handed assault | 1.10 |
| 7/5 |
| 1/5 |
| 7/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 7/5 |
| 1/5 |
| 7/5 |
| 7/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 7/5 |
| 6/5 |
| 7/5 |
| 7/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 7/5 |
| 7/5 |
| 0/5 |
| 7/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 7/5 |
| 6/5 |
| 7/5 |
Steamtech / Engineering | 1.10 |
| 7/5 |
| 7/5 |
| 1/5 |
| 7/5 |
Steamtech / Blacksmith | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Wild Growth |
talent | Melting Point |
talent | Grinding Shield |
beneficial effect | You have 3 charges. Molten Point |
beneficial effect | The target is able to burrow into walls, and additionally has 97 more APR and 48% more physical resistance penetration. Burrow |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +8% Changes stats: +10 Str / +12 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | ![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Defense: +4 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes resistances: +12% acid / +3% light / +3% mind / +3% all Changes resistances penetration: +15% all Spell save: +25 (+6 eff.) Disarm immunity: +15% Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +21 Defense: +7 (+1 eff.) Fatigue: +5% Changes stats: +2 Mag / +3 Wil Changes resistances: +22% mind / +5% all Grants telepathy: Dragon Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Physical save: +14 (+3 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +44% Infravision radius: +3 A hat made of leather. Very stylish. |
On hands | ![]() Requires: - Talent 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: +14 Changes stats: +7 Str / +7 Dex Changes damage: +8% all Talent granted: +1 Sand Shredder 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% Str, 40% Wil, 40% Cun, 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 | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +6 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+0 eff.) Changes stats: +12 Str / +22 Con Changes resistances: +6% nature / +6% blight Reduces incoming crit damage: 15.00% Physical save: +60 (+10 eff.) Mental save: +51 (+12 eff.) Life regen: +2.00 Maximum life: +100.00 Spellpower: +8 (+0 eff.) Healing mod.: +30% Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+0 eff.) Armour: +17 Effects on melee hit: * Slows global speed by 30% Changes stats: +18 Str / +2 Cun / +10 Con Changes resistances: +9% temporal / +6% cold Changes damage: +9% mind Life regen: +1.60 Maximum life: +56.00 Healing mod.: +28% Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +6% physical / +11% light / +12% darkness Grants telepathy: Dragon Blindness immunity: +24% Cut immunity: +50% Stamina each turn: +0.20 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 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 674 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 46.0 - 69.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Physical crit. chance: +5.0% Attack speed: 100% Block value: +112 On weapon hit: * Random elemental explosion Burst (radius 2) on crit: +8 physical Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Armour Penetration: +1 Damage (Melee): +15 fire When wielded/worn: Armour penetration: +2 Armour: +7 Defense: +12 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 29 fire Changes stats: +5 Str Changes resistances: +30% acid / +17% fire Changes resistances penetration: +15% acid / +15% fire / +17% lightning / +12% cold Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% lightning / +11% temporal / +3% light / +6% blight / +5% arcane Changes resistances penetration: +5% lightning Life regen: +4.70 Healing mod.: +46% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +110 On weapon hit: * 11% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical On weapon hit: * 20% chance to inflict 15% damage reduction Damage (Melee): +17 light When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 36% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +4 Mag / +7 Con Changes resistances: +16% light / +6% darkness Changes resistances penetration: +14% acid / +15% fire / +14% lightning / +14% cold Changes damage: +9% arcane / +3% darkness Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +24 (+4 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +48 (+8 eff.) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 79 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +30 Defense: +28 (+5 eff.) Fatigue: +12% Changes stats: +11 Str / +8 Dex Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Physical save: +66 (+10 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Stun/Freeze immunity: +50% Life regen: +10.00 Maximum steam: +10.00 Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
![]() Infused 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..." |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 193% efficiency and cooldown mod of 86%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() wild infusion (resist 25%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (712% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
![]() manasurge rune of the duelist (2004% regen over 10 turns; 100 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (48% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2004% for 10 turns and instantly restoring 100 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() acid wave rune of the psychic (430 acid damage; disarm 5 turns with power 62) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 430.07 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 62 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() acid wave rune of the sneak (481 acid damage; disarm 5 turns with power 72) 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 480.73 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 72 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
![]() teleportation rune (range 88) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (48% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 88 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune of the titan (radius 17; dur 29; see horror) 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: 21 Travel Speed: instantaneous Usage Speed: Spell (48% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 39) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any horror around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() invisibility rune of the duelist (power 23 for 9 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (48% of a turn) Is: a spell Description: Activate the rune to become invisible (power 23) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
![]() schematic: Incendiary Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() schematic: Spring Grapple Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() schematic: Steamgun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() schematic: Thunderclap Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() schematic: Unstoppable Force Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused 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 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+0 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 43% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+0 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 531.62 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() warrior's voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +15% physical Stamina each turn: +1.10 Amulets can have magical properties. |
![]() 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 1 tidal wave that expands slowly over 7 turns, dealing 23.04 cold and 29.23 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+0 eff.) Changes stats: +4 Mag / +5 Wil / +5 Cun Changes damage: +6% acid Blindness immunity: +27% Spellpower: +15 (+0 eff.) Mindpower: +6 (+0 eff.) Infravision radius: +4 See stealth: +9 See invisible: +10 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +28% Infravision radius: +4 See stealth: +7 See invisible: +7 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Physical power: +4 (+0 eff.) Armour: +8 Defense: +11 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +4 Str Changes resistances penetration: +10% physical Life regen: +1.00 Only die when reaching: -80.00 life Maximum life: +63.00 Healing mod.: +16% Damage Shield penetration: +10% 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 Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+0 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Fatigue: -2% Changes stats: +6 Dex / +11 Mag Changes resistances: +28% acid Changes damage: +14% acid Reduces incoming crit damage: 10.00% Spell save: +16 (+4 eff.) Light radius: +2 See invisible: +9 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+7 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Ring of the War Master Crafted 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 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() titan's voratun ring of power Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+0 eff.) Changes stats: +10 Con Physical save: +20 (+4 eff.) Spellpower: +14 (+0 eff.) Mindpower: +15 (+1 eff.) Rings can have magical properties. |
![]() elm starstaff of blasting (10-12 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +9 (+0 eff.) Spell crit. chance: +7% It can be used to unleash an elemental blastwave, dealing 169.15 to 202.99 physical damage in a radius 2 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding ash starstaff (15-18 power, 3 apr, physical element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +15% physical Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +12 (+0 eff.) Spell crit. chance: +2% Healing mod.: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel dragonbone magestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering dragonbone vilestaff of fate (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Blight Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Physical save: +13 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) Mana each turn: +0.36 Maximum mana: +92.00 Spellpower: +15 (+0 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() flaming iron battleaxe of phasing (14.5-21.75 power, 11 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +26% Burst (radius 1) on hit: +12 fire Massive two-handed battleaxes. |
![]() flaming dwarven-steel battleaxe of shearing (34-51 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +20 fire When wielded/worn: Armour penetration: +13 Changes resistances penetration: +16% physical Changes damage: +16% physical Massive two-handed battleaxes. |
![]() arcing voratun battleaxe of paradox (58.5-87.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +23 lightning / +26 temporal When wielded/worn: Damage when hit (Melee): 27 temporal Changes resistances: +20% temporal Massive two-handed battleaxes. |
![]() balanced voratun battleaxe of paradox (55-82.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +27 temporal When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +21 (+4 eff.) Damage when hit (Melee): 20 temporal Changes resistances: +28% temporal Disarm immunity: +70% Massive two-handed battleaxes. |
![]() elemental voratun battleaxe (57.5-86.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +23% acid / +24% fire / +21% lightning / +24% cold Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe (58-87 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +21 Changes resistances penetration: +21% physical Massive two-handed battleaxes. |
![]() voratun battleaxe of evisceration (57-85.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing When wielded/worn: Physical crit. chance: +20.0% Physical power: +21 (+1 eff.) Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 84.5 - 126.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning Burst (radius 1) on hit: +4 lightning / +8 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances penetration: +20% lightning / +10% temporal Changes damage: +6% darkness Massive two-handed mauls. |
![]() steel greatsword of paradox (24.5-39.2 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 temporal When wielded/worn: Damage when hit (Melee): 13 temporal Changes resistances: +16% temporal Massive two-handed swords. |
![]() steel greatsword of shearing (23-36.8 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Changes resistances penetration: +12% physical Changes damage: +13% physical Massive two-handed swords. |
![]() dwarven-steel greatsword of vileness (35-56 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to disease Damage (Melee): +28 blight Massive two-handed swords. |
![]() manaburning dwarven-steel greatsword of persecution (36-57.6 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 27 arcane resource burn Damage against: +27% Unnatural When wielded/worn: Changes stats: +6 Wil Massive two-handed swords. |
![]() insidious stralite greatsword of persecution (50-80 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +48 insidious poison Damage against: +33% Unnatural When wielded/worn: Changes stats: +7 Wil Massive two-handed swords. |
![]() Grinigrim (62-99.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +28 blight / +36 temporal When wielded/worn: Armour penetration: +19 Physical crit. chance: +17.0% Damage when hit (Melee): 28 temporal Changes stats: +1 Cun Changes resistances: +15% acid / +34% temporal Changes resistances penetration: +10% mind / +15% temporal Critical mult.: +28.00% Disease immunity: +49% Maximum hate: +2.00 Massive two-handed swords. |
![]() arcing voratun greatsword of massacre (75.5-120.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 75.5 - 120.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning Massive two-handed swords. |
![]() flaming voratun greatsword of the mystic (63.5-101.6 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +20 fire When wielded/worn: Changes stats: +9 Mag / +10 Wil Spellpower: +21 (+1 eff.) Massive two-handed swords. |
![]() hateful voratun greatsword of massacre (81-129.6 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.0 - 129.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +26% Living Massive two-handed swords. |
![]() slime-covered voratun greatsword (62-99.2 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 23% Massive two-handed swords. |
![]() voratun greatsword 'Eilinotha' (85.5-136.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 85.5 - 136.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing * splashes the target with acid Damage (Melee): +28 acid / +16 physical When wielded/worn: Physical crit. chance: +21.0% Physical power: +14 (+0 eff.) Armour: +6 Changes resistances: +6% mind Physical save: +12 (+2 eff.) Massive two-handed swords. |
![]() voratun greatsword 'Jetvalor' (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% * 25% chance to remove a magical effect * leeches stamina from the target Damage (Melee): +28 temporal / +47 nature When wielded/worn: Damage when hit (Melee): 4 darkness / 28 nature slow Changes stats: +4 Str Changes resistances: +6% acid / +6% light / +6% arcane Infravision radius: +3 Massive two-handed swords. |
![]() steel longsword of vileness (16.5-23.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 8% chance to disease Damage (Melee): +14 blight Sharp, long, and deadly. |
![]() arcing dwarven-steel longsword of massacre (35.5-49.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 35.5 - 49.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Sharp, long, and deadly. |
![]() caustic dwarven-steel longsword (23-32.2 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +10% acid Life regen: +1.60 Sharp, long, and deadly. |
![]() balanced stralite longsword (36.5-51.1 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.5 - 51.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +12 (+2 eff.) Disarm immunity: +44% Sharp, long, and deadly. |
![]() Tempesttrial (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to inflict 15% damage reduction * 50% chance to daze at end of turn * 20% chance to curse the target On weapon crit: * cripple the target When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +3 Physical crit. chance: +14.0% Damage when hit (Melee): 8 physical Changes stats: +6 Dex Physical save: +3 (+1 eff.) Maximum life: +30.00 Sharp, long, and deadly. |
![]() balanced voratun longsword of erosion (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+3 eff.) Disarm immunity: +37% Sharp, long, and deadly. |
![]() Shaderadiance the voratun mace (60-84 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Changes resistances: +9% blight / +9% light / +9% all Changes resistances penetration: +25% acid / +15% physical / +15% nature / +15% darkness Changes damage: +9% acid / +15% physical Spell save: +30 (+7 eff.) Blunt and deadly. |
![]() Strikedare (45.5-63.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid * wounds the target for 7 turns: 26 bleeding, 77% reduced healing Damage (Melee): +20 acid When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to disease Changes resistances: +6% blight / +6% temporal / +12% lightning Changes resistances penetration: +15% lightning Changes damage: +9% temporal Blunt and deadly. |
![]() flaming voratun mace of massacre (59.5-83.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +20 fire Blunt and deadly. |
![]() hateful voratun mace (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +18% Living Blunt and deadly. |
![]() hateful voratun mace of massacre (61.5-86.1 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 61.5 - 86.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +19 darkness Damage against: +15% Living Blunt and deadly. |
![]() chilling dwarven-steel waraxe of vileness (21-29.4 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to disease Damage (Melee): +14 blight / +17 cold One-handed war axes. |
![]() hateful stralite waraxe of daylight (28.5-39.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 darkness / +16 light Damage against: +15% Living / +17% Undead One-handed war axes. |
![]() Xovea (40-56 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +20 nature Burst (radius 2) on crit: +8 mind When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +3% light / +6% temporal Changes resistances penetration: +15% mind / +13% darkness Changes damage: +6% mind Reduces incoming crit damage: 18.00% Spell save: +9 (+2 eff.) Only die when reaching: -40.00 life One-handed war axes. |
![]() balanced voratun waraxe of daylight (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 light Damage against: +19% Undead When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +13 (+2 eff.) Disarm immunity: +29% One-handed war axes. |
![]() elemental voratun waraxe of amnesia (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +17% acid / +13% fire / +17% lightning / +11% cold One-handed war axes. |
![]() quick voratun waraxe of erosion (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% Damage (Melee): +18 nature / +18 temporal When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +6 Dex One-handed war axes. |
![]() thought-forged voratun waraxe of erosion (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 24% chance to cause random gloom Damage (Melee): +20 temporal / +18 mind / +17 nature When wielded/worn: Changes stats: +6 Cun / +7 Wil One-handed war axes. |
![]() balanced iron dagger of phasing (10-13 power, 11 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +16% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Disarm immunity: +21% Sharp, short and deadly. |
![]() truestriking iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Sharp, short and deadly. |
![]() truestriking iron dagger of massacre (15-19.5 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Sharp, short and deadly. |
![]() steel dagger of phasing (10-13 power, 14 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +24% Sharp, short and deadly. |
![]() steel dagger of rage (13-16.9 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Str Changes damage: +8% physical Stamina when hit: +1.00 Sharp, short and deadly. |
![]() acidic dwarven-steel dagger of massacre (26-33.8 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.0 - 33.8 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +11 acid Sharp, short and deadly. |
![]() manaburning dwarven-steel dagger of massacre (26.5-34.45 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn Sharp, short and deadly. |
![]() manaburning dwarven-steel dagger of persecution (18-23.4 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn Damage against: +9% Unnatural When wielded/worn: Changes stats: +4 Wil Sharp, short and deadly. |
![]() thought-forged dwarven-steel dagger (19-24.7 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +12 mind When wielded/worn: Changes stats: +4 Cun / +4 Wil Sharp, short and deadly. |
![]() Gilylestir the stralite dagger (32-41.6 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 32.0 - 41.6 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +16 Physical power: +17 (+0 eff.) Armour: +2 Defense: +10 (+2 eff.) Changes stats: +7 Con Changes resistances: +6% arcane Changes resistances penetration: +22% physical Changes damage: +11% physical Critical mult.: +5.00% Disarm immunity: +51% Heals friendly targets nearby when you use a nature summon: +30 Sharp, short and deadly. |
![]() acidic stralite dagger of phasing (27-35.1 power, 20 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +36% Damage (Melee): +13 acid Sharp, short and deadly. |
![]() arcing voratun dagger of phasing (37-48.1 power, 21 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +41% Damage (Melee): +15 lightning Sharp, short and deadly. |
![]() balanced voratun dagger of erosion (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 nature / +10 temporal When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +12 (+2 eff.) Disarm immunity: +40% Sharp, short and deadly. |
![]() flaming voratun dagger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +15 fire Sharp, short and deadly. |
![]() flaming voratun dagger of paradox (40-52 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 temporal Burst (radius 1) on hit: +15 fire When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +16% temporal Sharp, short and deadly. |
![]() voratun dagger of corruption (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target Sharp, short and deadly. |
![]() blooming mossy mindstar of clarity (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +4 (+1 eff.) Maximum psi: +17.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +20 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. |
![]() nature's 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: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +4% nature Disease immunity: +13% 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. |
![]() nature's vined mindstar (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: 75% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Steamsaw Mastery Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +6% nature Disease immunity: +15% Mindpower: +4 (+0 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. |
![]() resonating pulsing mindstar (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +9% mind Changes damage: +9% mind Psi when hit: +2.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +13% 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. |
![]() Samugohek (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. This harmonious mindstar will complement other natural mindstars. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +2 Cun / +5 Con Changes resistances: +10% nature / +12% mind Changes resistances penetration: +14% mind / +15% darkness / +10% nature Changes damage: +31% mind / +25% darkness / +10% nature Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.20 Wild-gift / Harmony Life regen: +2.00 Equilibrium when hit: +2.20 Maximum life: +50.00 Mindpower: +10 (+1 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. |
![]() gifted living mindstar of frost (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 16 ice Changes resistances: +15% cold Changes resistances penetration: +20% cold Changes damage: +20% cold Mindpower: +22 (+2 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. |
![]() horrifying living mindstar of flames (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire / 9 mind / 7 darkness Changes resistances: +11% fire Changes resistances penetration: +16% fire Changes damage: +19% fire / +9% mind / +9% darkness Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +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. |
![]() horrifying living mindstar of the jelly (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 mind / 10 darkness Changes damage: +9% acid / +10% mind / +10% darkness Equilibrium when hit: +1.20 Mindpower: +10 (+1 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. |
![]() nature's living mindstar of the jelly (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% blight Changes damage: +10% acid / +10% nature Disease immunity: +21% Equilibrium when hit: +2.50 Mindpower: +10 (+1 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. |
![]() dwarven-steel steamsaw of resilience (20.5-30.75 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.5 - 30.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +49 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Maximum life: +73.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() acidic voratun steamsaw (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +92 On weapon crit: * splashes the target with acid Damage (Melee): +14 acid Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() balanced voratun steamsaw (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +92 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +6 Defense: +20 (+4 eff.) Fatigue: +12% Talent granted: +3 Block Disarm immunity: +42% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() flaming voratun steamsaw (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +112 Burst (radius 1) on hit: +14 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() voratun steamsaw 'Eclipseborn' (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +98 On weapon hit: * 50% chance to inflict 15% damage reduction Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Damage (Melee): +8 arcane Burst (radius 2) on crit: +40 light / +30 darkness When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 35% chance to cause random gloom Damage when hit (Melee): 16 blight Changes stats: +2 Mag Changes resistances: +30% cold / +11% light / +15% darkness Changes damage: +6% darkness Talent granted: +3 Block Spell save: +9 (+2 eff.) Maximum vim: +40.00 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() ash longbow of nature Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +26 nature When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +14% nature Longbows are used to shoot arrows at your foes. |
![]() steady ash longbow of dexterity (+8) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +6.0% Changes stats: +8 Dex Changes resistances penetration: +24% physical Longbows are used to shoot arrows at your foes. |
![]() Lustremortal the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 50% chance to blind Damage (Ranged): +30 acid When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +21.0% Ammo reloads per turn: +8 Changes stats: +11 Mag Changes resistances penetration: +15% temporal / +21% physical Changes damage: +32% acid / +15% temporal / +9% blight / +20% physical Talent mastery: +0.30 Chronomancy / Bow Threading Hate when firing a critical mind attack: +2.00 Maximum vim: +40.00 Resist all after a teleport: +6% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() blazebringer's dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +51 fire When wielded/worn: Changes resistances penetration: +15% fire Global speed: +8% Longbows are used to shoot arrows at your foes. |
![]() dragonbone longbow 'Xeryvena' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +17 (+0 eff.) Changes stats: +11 Str / +3 Cun / +4 Wil Changes resistances penetration: +67% physical Mental save: +3 (+1 eff.) Blindness immunity: +10% Cut immunity: +10% Pinning immunity: +10% Knockback immunity: +5% Spellpower: +6 (+0 eff.) Damage Shield penetration: +174% Longbows are used to shoot arrows at your foes. |
![]() mighty dragonbone longbow of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +33 nature When wielded/worn: Physical power: +17 (+0 eff.) Changes stats: +11 Str Changes resistances: +14% all Changes resistances penetration: +20% nature Longbows are used to shoot arrows at your foes. |
![]() steady dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +9.0% Longbows are used to shoot arrows at your foes. |
![]() thunderous dragonbone longbow of power Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 30% chance to daze at end of turn When wielded/worn: Changes stats: +5 Str / +5 Dex / +6 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances penetration: +20% lightning / +33% physical Changes damage: +30% physical Longbows are used to shoot arrows at your foes. |
![]() Dazzleworth the drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * 20 arcane resource burn * 20% chance to blind Travel speed: +200% Burst (radius 1) on hit: +6 light When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +7.0% Changes stats: +1 Con Changes resistances: +12% light Changes resistances penetration: +19% physical Changes damage: +20% physical See invisible: +3 Slings are used to hurl stones or metal shots at your foes. |
![]() runic voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Mag Changes damage: +15% arcane Spellpower: +15 (+0 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's voratun steamgun of fire 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 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +18 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+2 eff.) Changes damage: +22% fire Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() voratun steamgun 'Elegaba' Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature 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: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Damage (Ranged): +35 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +15 (+0 eff.) Changes stats: +7 Str / +7 Mag Changes resistances: +3% temporal Changes resistances penetration: +15% fire Changes damage: +21% arcane Critical mult.: +10.00% Physical save: +6 (+1 eff.) Spell save: +9 (+2 eff.) Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +14 (+0 eff.) Global speed: +6% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() voratun steamgun of cunning (+7) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Cun Changes resistances penetration: +22% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() sentry's quiver of yew arrows (35/35, 41-57.4 power, 18 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +2.0% Capacity: 35 Turns elapse between self-loadings: 1 Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of elven-wood arrows of erosion (19/19, 42-58.8 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 19 On weapon crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing Damage (Ranged): +24 temporal / +20 nature / +26 bleed Arrows are used with bows to pierce your foes to death. |
![]() slimey quiver of elven-wood arrows of wind (23/23, 41-57.4 power, 14 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 23 On weapon hit: * Slows global speed by 26% * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 40% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() Emelussra the Shineschism (22/22, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to blind * 30% chance to disease * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target Damage (Ranged): +24 lightning / +30 blight Burst (radius 1) on hit: +8 light / +4 mind Burst (radius 2) on crit: +4 mind / +16 light Arrows are used with bows to pierce your foes to death. |
![]() quiver of dragonbone arrows 'Galewind' (19/19, 62.5-87.5 power, 20 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 62.5 - 87.5 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +20 Physical crit. chance: +3.0% Capacity: 19 On weapon hit: * 50% chance to daze at end of turn * disrupts spell-casting Damage (Ranged): +42 darkness Burst (radius 1) on hit: +8 physical Damage against: +30% Living / +45% Unnatural When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() barbed pouch of voratun shots of erosion (22/22, 55-66 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing Damage (Ranged): +13 temporal / +20 nature / +15 bleed Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of voratun shots of accuracy (21/21, 69-82.8 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 69.0 - 82.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of voratun shots of erosion (19/19, 52.5-63 power, 6 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +16 temporal / +19 nature / +50 physical Shots are used with slings to pummel your foes to death. |
![]() gloomy iron shield of physical resistance (+12%) (4 def, 2 armour, 9.5-11.4 power, 18.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Base power: 9.5 - 11.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Effects on melee hit: * 7% chance to cause random gloom Effects when hit in melee: * 15% chance to cause random gloom Changes resistances: +12% physical Talent granted: +1 Block Handheld deflection devices. |
![]() iron shield of acid resistance (+18%) (4 def, 2 armour, 8-9.6 power, 19.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Base power: 8.0 - 9.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Changes resistances: +18% acid Talent granted: +1 Block Handheld deflection devices. |
![]() reinforced iron shield of mind resistance (+12%) (4 def, 7 armour, 10-12 power, 51 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Base power: 10.0 - 12.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +51 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +51 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Changes resistances: +12% mind Talent granted: +1 Block Handheld deflection devices. |
![]() flaming dwarven-steel shield of resilience (8 def, 2 armour, 30.5-36.6 power, 73.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Base power: 30.5 - 36.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +74 Burst (radius 1) on hit: +16 fire When used to attack (with talents): Base power: 30.5 - 36.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +74 Burst (radius 1) on hit: +16 fire When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 7 fire Damage when hit (Melee): 11 fire Talent granted: +3 Block Maximum life: +76.00 Handheld deflection devices. |
![]() stralite shield 'Blazefury' (10 def, 2 armour, 51.5-61.8 power, 139 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.5 - 61.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +139 On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +17 lightning / +18 light When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Effects on melee hit: * 37% chance to daze at end of turn Effects when hit in melee: * 18% chance to daze at end of turn * 32% chance to blind Damage when hit (Melee): 4 temporal Changes stats: +5 Dex / +4 Mag / +7 Con Changes resistances: +42% lightning / +12% temporal / +18% light Changes resistances penetration: +5% lightning Talent granted: +4 Block Handheld deflection devices. |
![]() Noonmight the voratun shield (12 def, 27 armour, 63.5-76.2 power, 445.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +446 Damage (Melee): +20 lightning Burst (radius 1) on hit: +4 fire When wielded/worn: Armour: +27 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to blind Effects when hit in melee: * 18% chance to daze at end of turn Changes stats: +6 Dex / +13 Con Changes resistances: +20% lightning / +3% light Changes damage: +30% light Talent granted: +5 Block Physical save: +24 (+4 eff.) Light radius: +3 Handheld deflection devices. |
![]() acidic voratun shield of resilience (12 def, 3 armour, 67-80.4 power, 193 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +193 On weapon hit: * 22% chance to corrode armour by 30% When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 acid Damage when hit (Melee): 35 acid Talent granted: +5 Block Maximum life: +100.00 Handheld deflection devices. |
![]() cosmic voratun shield of cold resistance (+30%) (12 def, 3 armour, 68-81.6 power, 200 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Base power: 68.0 - 81.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 Burst (radius 2) on crit: +40 light / +40 darkness When used to attack (with talents): Base power: 68.0 - 81.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 Burst (radius 2) on crit: +40 light / +40 darkness When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +30% cold / +15% light / +12% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() cosmic voratun shield of mind resistance (+14%) (12 def, 3 armour, 68-81.6 power, 215 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Base power: 68.0 - 81.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +215 Burst (radius 2) on crit: +39 light / +37 darkness When used to attack (with talents): Base power: 68.0 - 81.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +215 Burst (radius 2) on crit: +39 light / +37 darkness When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +13% light / +14% darkness / +19% mind Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() deflecting voratun shield of temporal resistance (+19%) (25 def, 3 armour, 65-78 power, 193 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Base power: 65.0 - 78.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +193 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +193 When wielded/worn: Armour: +3 Defense: +25 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 28% chance to gain 10% of a turn (3/turn limit) Changes resistances: +19% temporal Talent granted: +5 Block Deflect projectiles away: +13% Handheld deflection devices. |
![]() voratun shield of lightning resistance (+28%) (12 def, 3 armour, 71-85.2 power, 189.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Base power: 71.0 - 85.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +190 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +190 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +28% lightning Talent granted: +5 Block Handheld deflection devices. |
![]() voratun shield of temporal resistance (+17%) (12 def, 3 armour, 68.5-82.2 power, 195.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +196 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 28% chance to gain 10% of a turn (3/turn limit) Changes resistances: +17% temporal Talent granted: +5 Block Handheld deflection devices. |
![]() linen robe of lightning (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% lightning Changes damage: +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven linen robe of lightning (+18%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% lightning Changes damage: +12% lightning Mental save: +18 (+5 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of blight (+14%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% blight Changes damage: +14% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of frost (+25%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +25% cold Changes damage: +17% cold Mental save: +27 (+7 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of darkness (+30%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +30% darkness Changes damage: +20% darkness Mental save: +28 (+7 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of darkness (+30%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +30% darkness Changes damage: +20% darkness Mental save: +27 (+7 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of fire (+25%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +25% fire Changes damage: +17% fire Mental save: +30 (+8 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() prismatic rough leather armour of lightning resistance (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +18% lightning / +11% light / +12% darkness A suit of armour made of leather. |
![]() cleansing cured leather armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +14% blight / +21% fire / +14% nature A suit of armour made of leather. |
![]() hardened leather armour of spell shielding (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +8% arcane Spell save: +19 (+5 eff.) A suit of armour made of leather. |
![]() marauder's hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex Physical save: +14 (+3 eff.) A suit of armour made of leather. |
![]() prismatic hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +15% light / +14% darkness A suit of armour made of leather. |
![]() spiked hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +24% cold A suit of armour made of leather. |
![]() prismatic reinforced leather armour of acid resistance (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +27% acid / +17% light / +16% darkness A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Life regen: +6.60 Stamina each turn: +1.50 A suit of armour made of leather. |
![]() drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+0 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Critical mult.: +19.00% A suit of armour made of leather. |
![]() drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+0 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Critical mult.: +18.00% A suit of armour made of leather. |
![]() drakeskin leather armour of acid resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +30% acid A suit of armour made of leather. |
![]() prismatic drakeskin leather armour of fire resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +28% fire / +18% light / +19% darkness A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Life regen: +7.30 Stamina each turn: +1.70 A suit of armour made of leather. |
![]() spiked drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical A suit of armour made of leather. |
![]() spiked drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Changes resistances: +28% cold A suit of armour made of leather. |
![]() spiked drakeskin leather armour of fire resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Changes resistances: +28% fire A suit of armour made of leather. |
![]() impenetrable iron mail armour of fire resistance (2 def, 11 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +18% fire A suit of armour made of mail. |
![]() spiked iron mail armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 12 physical Changes resistances: +18% lightning A suit of armour made of mail. |
![]() cleansing steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +14% blight / +7% mind / +14% nature Mental save: +16 (+4 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +40 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 acid / 8 darkness Changes resistances: +24% acid / +9% physical / +19% cold / +11% lightning / +10% fire Changes resistances penetration: +25% darkness Changes damage: +3% acid Allows you to breathe in: water Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 A suit of armour made of mail. |
![]() enlightening voratun mail armour of temporal resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +9 Cun / +9 Wil Changes resistances: +28% temporal Mental save: +18 (+5 eff.) A suit of armour made of mail. |
![]() fearforged voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +31% Changes stats: +10 Con Changes resistances: +15% fire / -20% light / +13% darkness Physical save: +10 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) A suit of armour made of mail. |
![]() spiked voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 19 physical A suit of armour made of mail. |
![]() voratun mail armour 'Vorybreramina' (14 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +14 (+3 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +16% Changes stats: +8 Str Changes resistances: +49% lightning / +26% physical / +17% darkness / +21% cold / +9% blight / +12% fire / +6% arcane / +16% acid Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Knockback immunity: +20% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() voratun mail armour of implacability (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +7% Physical save: +15 (+3 eff.) A suit of armour made of mail. |
![]() voratun mail armour of implacability (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +8% Physical save: +5 (+1 eff.) A suit of armour made of mail. |
![]() Adyletta the Serpentstreak (9 def, 26 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +16% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 14 acid / 13 fire / 16 nature Changes resistances: +22% acid / +30% fire / +20% light / +19% darkness Changes damage: +6% nature Physical save: +45 (+7 eff.) Silence immunity: +15% Disarm immunity: +15% A suit of armour made of metal plates. |
![]() drakeskin leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Maximum life: +70.00 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +4 Cun / +4 Wil Changes resistances: +3% nature Changes damage: +9% arcane Vim when firing critical spell: +2.00 Maximum life: +37.00 Mental crit. chance: +5% Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() elven-silk cloak of Eldoral (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Mag / +3 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +25% darkness Changes resistances penetration: +19% darkness Changes damage: +25% darkness Stealth bonus: +19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick elven-silk cloak of the Shaloren (3 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +27% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() wyrmwaxed elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +7% acid / +9% fire / +10% lightning / +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Flashwish (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: -4% Damage when hit (Melee): 20 arcane Changes stats: +4 Str / +4 Con Changes resistances: +6% arcane Changes resistances penetration: +20% fire Reduces incoming crit damage: 15.00% Maximum encumbrance: +50 Physical save: +15 (+3 eff.) See invisible: +6 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() grounding pair of drakeskin leather boots of invasion (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +5% Changes resistances: +7% lightning / +14% temporal Changes resistances penetration: +15% physical A pair of boots made of leather. |
![]() traveler's pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Maximum encumbrance: +50 Physical save: +14 (+3 eff.) A pair of boots made of leather. |
![]() traveler's pair of drakeskin leather boots of uncanny dodging (6 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: -3% Maximum encumbrance: +41 Physical save: +15 (+3 eff.) A pair of boots made of leather. |
![]() Bethyba (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -16% Effects on melee hit: * 25 arcane resource burn Damage when hit (Melee): 16 mind Changes stats: +4 Str / +2 Dex / +4 Con Changes resistances: +6% nature Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +43 Physical save: +15 (+3 eff.) Stamina each turn: +0.90 Maximum life: +60.00 Maximum hate: +8.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Eclipsespawner (22 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +22 (+4 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 darkness Changes resistances: +25% lightning / +30% temporal / +9% darkness / +9% blight Changes damage: +6% darkness Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 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 38% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() grounding pair of voratun boots of uncanny dodging (9 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +4% Changes resistances: +13% lightning / +15% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() temporal hardened leather gloves of magic (+4) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 12 temporal Damage (Ranged): 13 temporal Changes stats: +4 Mag Changes resistances: +8% temporal Changes damage: +8% arcane / +8% temporal When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +10 arcane Burst (radius 2) on crit: +11 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves of strength (+5) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +18 (+1 eff.) Armour: +3 Changes stats: +5 Str When used to modify unarmed attacks: Base power: 37.5 - 41.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+0 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 60% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 122.35 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() Salymina the Firewreath (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +20 (+1 eff.) Armour: +3 Changes stats: +6 Cun / +6 Str Changes resistances: +14% darkness Changes damage: +12% temporal Critical mult.: +15.00% Spell save: +20 (+5 eff.) Life regen: +5.60 Stamina each turn: +1.30 Mana each turn: +0.04 Psi each turn: +0.34 Spellpower: +8 (+0 eff.) Infravision radius: +4 When used to modify unarmed attacks: Base power: 40.5 - 56.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +15 Physical crit. chance: +23.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness Burst (radius 1) on hit: +8 fire It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic voratun gauntlets of strength (+6) (0 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +19 (+1 eff.) Armour: +8 Changes stats: +6 Str Mental save: +15 (+4 eff.) Maximum life: +80.00 When used to modify unarmed attacks: Base power: 52.0 - 72.8 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful voratun gauntlets of magic (+6) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Mag Changes damage: +7% arcane Life regen: +3.80 Stamina each turn: +1.90 Maximum stamina: +32.00 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). Damage (Melee): +19 arcane Burst (radius 2) on crit: +14 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cashmere wizard hat of light (+22%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +22% light Changes damage: +15% light A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat of the mind (+16%) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% mind Changes damage: +16% mind A pointy cloth hat, very wizardly... |
![]() miner's drakeskin leather hat (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Infravision radius: +2 A hat made of leather. Very stylish. |
![]() champion's rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Wil Mental save: +7 (+2 eff.) Light radius: +2 A cap made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (+0 eff.) Defense: -10 (-1 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (+0 eff.) Mindpower: -10 (-1 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() Stormtrial (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 lightning / 8 physical Changes stats: +20 Str / +4 Con Changes resistances: +6% lightning Grants telepathy: Dragon Equilibrium when hit: +0.16 Maximum hate: +6.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1491.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
![]() Xanyssra the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Damage when hit (Melee): 10 physical Changes stats: +24 Str / +3 Dex Changes resistances: +9% temporal Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1491.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() drakeskin leather cap of blood magic (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Mag / +8 Wil Changes damage: +19% blight / +17% arcane Spell crit. chance: +5% A cap made of leather. |
![]() miner's drakeskin leather cap (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Infravision radius: +4 A cap made of leather. |
![]() prismatic drakeskin leather cap of strength (+8) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str Changes resistances: +17% light / +17% darkness A cap made of leather. |
![]() thaloren drakeskin leather cap of ire (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +8 Wil / +6 Con Changes resistances: +11% blight Physical save: +15 (+3 eff.) Mental save: +23 (+6 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Elorin (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+0 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +21 Str / +7 Wil Changes resistances: +15% physical Changes resistances penetration: +10% arcane Physical save: +25 (+5 eff.) Spell save: +30 (+7 eff.) Blindness immunity: +10% Pinning immunity: +20% Maximum vim: +50.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1491.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Gilunariyon the voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +8.0% Physical power: +16 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +2 Dex / +3 Mag / +13 Wil / +17 Lck Changes resistances: +15% physical Physical save: +12 (+2 eff.) Mental save: +15 (+4 eff.) Vim when firing critical spell: +6.00 Maximum vim: +30.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +8% Mental crit. chance: +8% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() insulating voratun helm of dexterity (+10) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +15% fire / +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's voratun helm of constitution (+10) (0 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +10 Con Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-4 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+0 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+0 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+0 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+0 eff.) When used to imbue an object: Physical power: +12 (+0 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+0 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.00 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. |
![]() 2.00 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. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Damage when hit (Melee): 18 fire Changes resistances: +1% physical / +6% fire Changes resistances penetration: +10% physical / +7% all Maximum life: +30.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 282.61 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (140 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() Powered 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. |
simple healing salve [power 469] simple healing salve [power 469]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 308% efficiency and 75% cooldown modifier. It can be used to heal 469, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing fiery salve [power 73] amazing fiery salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 308% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (73% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 73] amazing frost salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 308% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (73% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 1056] amazing healing salve [power 1056]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 308% efficiency and 75% cooldown modifier. It can be used to heal 1056, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 73] amazing water salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 308% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (73% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +5 Cun Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack, costing 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+0 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+0 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+0 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() rushing dragonbone totem of cure ailments [power 5] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws It can be used to remove up to 5 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() overpowered dragonbone wand of firewall [power 573] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to creates a wall of flames lasting 4 turns (dealing 950 fire damage overall), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Savage Rage the Orc Sawbutcher level 18
33rd Retaking 124th year of Ascendancy at 11:51 see stats
By Savage Rage the Orc Sawbutcher level 35
13rd Revenge 124th year of Ascendancy at 00:51 see stats
By Savage Rage the Orc Sawbutcher level 30
12nd Revenge 124th year of Ascendancy at 09:13 see stats
By Savage Rage the Orc Sawbutcher level 33
12nd Revenge 124th year of Ascendancy at 16:10 see stats
By Savage Rage the Orc Sawbutcher level 20
51st Retaking 124th year of Ascendancy at 17:26 see stats
By Savage Rage the Orc Sawbutcher level 10
28th Retaking 124th year of Ascendancy at 17:11 see stats
By Savage Rage the Orc Sawbutcher level 20
51st Retaking 124th year of Ascendancy at 15:51 see stats
By Savage Rage the Orc Sawbutcher level 30
12nd Revenge 124th year of Ascendancy at 09:13 see stats
By Savage Rage the Orc Sawbutcher level 40
12nd Pain 124th year of Ascendancy at 17:53 see stats
By Savage Rage the Orc Sawbutcher level 50
16th Pain 124th year of Ascendancy at 01:33 see stats
By Savage Rage the Orc Sawbutcher level 77
19th Dearth 124th year of Ascendancy at 01:47 see stats
By Savage Rage the Orc Sawbutcher level 47
15th Pain 124th year of Ascendancy at 15:55 see stats
By Savage Rage the Orc Sawbutcher level 46
13rd Pain 124th year of Ascendancy at 11:23 see stats
By Savage Rage the Orc Sawbutcher level 33
12nd Revenge 124th year of Ascendancy at 19:34 see stats
By Savage Rage the Orc Sawbutcher level 23
52nd Retaking 124th year of Ascendancy at 05:11 see stats
By Savage Rage the Orc Sawbutcher level 52
16th Pain 124th year of Ascendancy at 16:09 see stats
By Savage Rage the Orc Sawbutcher level 63
6th Dearth 124th year of Ascendancy at 11:52 see stats
By Savage Rage the Orc Sawbutcher level 61
2nd Dearth 124th year of Ascendancy at 00:06 see stats
By Savage Rage the Orc Sawbutcher level 35
13rd Revenge 124th year of Ascendancy at 00:51 see stats
By Savage Rage the Orc Sawbutcher level 25
52nd Retaking 124th year of Ascendancy at 15:02 see stats
By Savage Rage the Orc Sawbutcher level 18
32nd Retaking 124th year of Ascendancy at 21:37 see stats
By Savage Rage the Orc Sawbutcher level 9
24th Retaking 124th year of Ascendancy at 21:03 see stats
Log
Lava floor hits Savage Rage for 2 fire damage.
Lava floor burns Savage Rage!
Lava floor hits Savage Rage for 3 fire damage.
Savage Rage uses Furnace Vent.
Lava floor burns Savage Rage!
Lava floor hits Savage Rage for 2 fire damage.
Savage Rage deactivates Saw Wheels.
Lava floor hits Savage Rage for 0 fire damage.
Lava floor hits Savage Rage for 0 fire damage.
Talent Dissolve is ready to use.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
Savage Rage deactivates Grinding Shield.
Savage Rage deactivates Tempest of Metal.
Savage Rage deactivates Wild Growth.
Savage Rage deactivates Furnace.
Savage Rage deactivates Melting Point.
Savage Rage deactivates Overheat Saws.