Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 |
Addons | 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
|
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Female |
Race | Kruk Yeti |
Class | Wyrmic |
Level / Exp | 37 / 39% |
Size | big |
Lifes / Deaths | Killed by Elyvena the troll captain at level 14 on the 42nd Retaking 124th year of Ascendancy at 14:42 3 / 4Killed by worm that walks at level 19 on the 9th Revenge 124th year of Ascendancy at 15:39 Killed by worm that walks at level 19 on the 9th Revenge 124th year of Ascendancy at 16:54 Killed by Crystallized Primal Root at level 36 on the 17th Pain 124th year of Ascendancy at 07:40 |
Primary Stats
Strength | 134 (base 60) |
Dexterity | 18 (base 18) |
Constitution | 32 (base 23) |
Magic | 34 (base 10) |
Willpower | 54 (base 42) |
Cunning | 41 (base 24) |
Resources
Life | 1431/1431 |
Steam | 65/100 |
Equilibrium | 15 |
Psi | 144/144 |
Healing Factor | 1.1833663366337 |
Regeneration | 2.6625742574257 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | +31.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8.4149766652699 |
Offense: Mainhand
Damage | 174 |
Accuracy | 36 |
Crit Chance | 29% |
APR | 33 |
Speed | 0.97 |
Offense: Offhand
Damage | 53 |
Accuracy | 36 |
Crit Chance | 47% |
APR | 63 |
Speed | 0.97 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 38% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Acid | +41% |
Blight | +15% |
Physical | +24% |
Cold | +8% |
All | 0% |
Darkness | +28% |
Light | +11% |
Temporal | +7% |
Lightning | +8% |
Fire | +53% |
Nature | +32% |
Offense: Damage Penetration
Lightning | +16% |
Fire | +51% |
Acid | +26% |
Darkness | +20% |
Physical | +29% |
Cold | +16% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 35 (64.670658682635%) |
Defense | 39 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 47 |
Mental Save | 50 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 34%( 70%) |
All | + 4%( 70%) |
Darkness | + 38%( 70%) |
Light | + 12%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 56%( 70%) |
Physical | + 26%( 70%) |
Fire | + 40%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 20% |
Pinning Resistance | 48% |
Knockback Resistance | 70% |
Disarm Resistance | 27% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/3)
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 120% efficiency and cooldown mod of 76%. Its effects scale with your Willpower 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 125% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 490 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Wild Growth |
talent | Chant of Fortitude |
detrimental effect | On death will restore to the source up to 1 times the vim's worth. Bleak Outcome |
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 ErĂșan 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. | active |
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 |
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. | active |
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. | active |
A group of trolls from the Kar'HaĂŻb 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 |
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 | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +64.00 Light radius: +3 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes stats: +8 Cun Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: +2 (+1 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+4 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On hands | radiant hardened leather gloves of strength (+4) (0 def, 2 armour) radiant hardened leather gloves of strength (+4) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Damage (Melee): 8 light Changes stats: +4 Str Changes resistances: +8% light Changes damage: +5% light Talent granted: +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Eremyrohek the Charnigh (dig speed 24 turns) Eremyrohek the Charnigh (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +7 Str / +5 Mag / +2 Wil Changes resistances penetration: +25% fire Changes damage: +9% fire Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Unlightkarma the steel ring Unlightkarma the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +24% acid / +6% fire / +9% darkness Changes resistances penetration: +20% darkness / +10% fire Changes damage: +12% acid / +21% fire / +12% darkness Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +4 Mag Changes resistances: +3% nature / +3% acid Changes resistances penetration: +10% acid / +10% nature Changes damage: +6% acid / +9% nature Spell save: +8 (+2 eff.) Disarm immunity: +27% Pinning immunity: +28% Stun/Freeze immunity: +27% Knockback immunity: +26% Life regen: +2.00 Maximum life: +29.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Chemandur ChemandurPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag / +2 Wil / +4 Cun Changes damage: +6% darkness / +7% temporal / +6% light / +6% physical Physical save: +16 (+5 eff.) Spell save: +17 (+5 eff.) Mental save: +17 (+6 eff.) Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +32.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
In main hand | Yvebeth (48-67.2 power, 5 apr) Yvebeth (48-67.2 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 30 damage and reducing their armor Damage (Melee): +13 nature / +10 temporal When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +13 Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% blight / +1% physical Changes resistances penetration: +13% physical Mental save: +10 (+3 eff.) Pinning immunity: +5% Blunt and deadly. |
Around waist | hardened leather belt 'Goda' hardened leather belt 'Goda' |
In off hand | hateful stralite steamsaw of erosion (33.5-50.25 power, 35 apr) hateful stralite steamsaw of erosion (33.5-50.25 power, 35 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.5 - 50.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +20.0% Attack speed: 100% Block value: +74 Damage (Melee): +7 temporal / +9 nature / +9 darkness Damage against: +14% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Talent granted: +2 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 | Glonn the cashmere cloak (2 def, 0 armour) Glonn the cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +4 (+0 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Con Changes resistances: +24% lightning Stun/Freeze immunity: +40% Only die when reaching: -80.00 life Maximum life: +39.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spidertorrent (13 def, 12 armour) Spidertorrent (13 def, 12 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +13 (+2 eff.) Armour: +12 Armour Hardiness: +20% Defense: +13 (+5 eff.) Ranged Defense: +16 (+5 eff.) Fatigue: +10% Damage (Melee): 9 darkness Damage (Ranged): 8 darkness Damage when hit (Melee): 0 physical Changes stats: +4 Str / +3 Dex / +9 Mag / +7 Wil Changes resistances: +27% lightning / +15% temporal / +26% darkness Changes resistances penetration: +10% nature Physical save: +3 (+1 eff.) Pinning immunity: +15% Only die when reaching: -40.00 life Spellpower: +22 (+8 eff.) Spell crit. chance: +6% Mindpower: +18 (+6 eff.) Mental crit. chance: +7% Movement speed: +20% Defense after a teleport: +26 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 114% / cooldown 87%) medical injector implant (efficiency 114% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 87%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 133% / cooldown 83%) medical injector implant of the sneak (efficiency 133% / cooldown 83%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 83%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 5) steam generator implant of the duelist (steam 5)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: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (522% speed; 6 turns) movement infusion (522% speed; 6 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 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. |
movement infusion of the duelist (581% speed; 6 turns) movement infusion of the duelist (581% speed; 6 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 581% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (521% speed; 6 turns) movement infusion of the psychic (521% speed; 6 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 521% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (614% speed; 6 turns) movement infusion of the psychic (614% speed; 6 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 454 over 5 turns) regeneration infusion of the sneak (heal 454 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 516 over 5 turns) regeneration infusion of the warrior (heal 516 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 589 over 5 turns) regeneration infusion of the warrior (heal 589 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 589 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (954% regen over 10 turns; 48 instant mana)manasurge rune (954% regen over 10 turns; 48 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: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 954% for 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
gold amulet of cunning (+2) gold amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
savior's stralite amulet savior's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +16 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +11 (+4 eff.) Amulets can have magical properties. |
Grinudir GrinudirInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +7 Wil / +3 Cun Changes resistances: +12% blight Grants telepathy: Humanoid/Orc Mental save: +8 (+3 eff.) Infravision radius: +2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. KindletaintKindletaint Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +20% light Grants telepathy: Demon/Minor Demon/Major Physical save: +12 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +18 (+6 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Rings can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Rings can have magical properties. |
steel ring 'Ravenwolf' steel ring 'Ravenwolf'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +3 Cun Changes damage: +18% darkness / +9% mind Critical mult.: +20.00% Blindness immunity: +31% Mental crit. chance: +2% Infravision radius: +4 See stealth: +11 See invisible: +11 Rings can have magical properties. |
treant's stralite ring treant's stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +5% nature / +5% blight Poison immunity: +12% Disease immunity: +10% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Sunrot the dwarven-steel battleaxe (33.5-50.25 power, 2 apr)Sunrot the dwarven-steel battleaxe (33.5-50.25 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 mind / +8 fire When wielded/worn: Changes damage: +12% fire Maximum hate: +6.00 Maximum psi: +50.00 Mindpower: +12 (+4 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (33.5-50.25 power, 2 apr)dwarven-steel battleaxe (33.5-50.25 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel greatmaul of paradox (39.5-59.25 power, 2 apr)insidious dwarven-steel greatmaul of paradox (39.5-59.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +23 insidious poison / +12 temporal When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +12% temporal Massive two-handed mauls. |
steel greatmaul 'Singeresolve' (27-40.5 power, 2 apr) steel greatmaul 'Singeresolve' (27-40.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning When wielded/worn: Accuracy: +18 (+7 eff.) Defense: +19 (+7 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes damage: +6% arcane / +6% fire Disarm immunity: +62% Massive two-handed mauls. |
thought-forged iron greatmaul (18-27 power, 1 apr) thought-forged iron greatmaul (18-27 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Daimyntir (24-38.4 power, 2 apr)Daimyntir (24-38.4 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +42 insidious poison / +4 acid When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 acid Changes resistances: +9% fire / +3% light / +12% temporal Changes resistances penetration: +15% acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword 'Aruna' (27.5-44 power, 2 apr)steel greatsword 'Aruna' (27.5-44 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: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Wil / +4 Mag Changes damage: +15% acid / +12% arcane Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Massive two-handed swords. |
thought-forged steel longsword of erosion (16.5-23.1 power, 3 apr) thought-forged steel longsword of erosion (16.5-23.1 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +9 temporal / +8 mind / +7 nature When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Elyriama the dwarven-steel mace (26.5-37.1 power, 4 apr)Elyriama the dwarven-steel mace (26.5-37.1 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +34 insidious poison When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% acid / +5% arcane / +9% light Changes resistances penetration: +25% acid Changes damage: +9% acid Blunt and deadly. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+5 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
pulsing mindstar 'Hettechik' (13.5-14.85 power, 32 apr, mind damage) pulsing mindstar 'Hettechik' (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to disease When wielded/worn: Damage when hit (Melee): 13 physical Changes stats: +1 Mag Changes resistances: +16% physical Changes resistances penetration: +15% arcane / +10% physical Changes damage: +12% acid / +11% physical Spell save: +3 (+1 eff.) Equilibrium when hit: +3.80 Spellpower: +4 (+2 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.3 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
This item will automatically be transmogrified when you leave the level. DimstingerDimstinger Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * Slows global speed by 40% * 40% chance to inflict 15% damage reduction Burst (radius 2) on crit: +2 nature / +4 darkness When wielded/worn: Changes resistances: +6% nature / +9% darkness Changes resistances penetration: +10% darkness Changes damage: +12% nature / +14% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. hardened leather sling 'Chaledil'hardened leather sling 'Chaledil' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +4 Wil Changes resistances: +15% temporal Spell crit. chance: +2% Damage Shield penetration: +20% New effects duration reduction after a teleport: +30% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. ash vilestaff 'Yvirin' (15-18 power, 3 apr, acid element)ash vilestaff 'Yvirin' (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 40% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +12 temporal When wielded/worn: Changes resistances: +6% mind Changes damage: +15% acid / +9% mind Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +4% It can be used to project a bolt elemental energy from the staff (to range 7) dealing 38.48 to 46.17 acid damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Adyna AdynaRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to disease Travel speed: +600% Damage (Ranged): +7 fire / +5 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+3 eff.) Changes resistances: +5% arcane Changes resistances penetration: +5% blight / +5% arcane Changes damage: +10% cold / +10% fire Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Overclocked Radius (28-42 power, 19 apr) Overclocked Radius (28-42 power, 19 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Base power: 28.0 - 42.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +9.0% Attack speed: 100% Block value: +50 On weapon hit: * increase paradox by a random amount On weapon crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Fatigue: +9% Damage affinity(heal): +30% temporal Talents granted: +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
Polorin the dwarven-steel steamsaw (20.5-30.75 power, 14 apr) Polorin the dwarven-steel steamsaw (20.5-30.75 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 20.5 - 30.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Damage Shield penetration (this weapon only): +10% Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +1 Str / +2 Con Changes resistances: +15% blight / +15% fire / +12% nature / +12% mind Talent granted: +2 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! |
Turbocutter (30-45 power, 23 apr) Turbocutter (30-45 power, 23 apr)Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Base power: 30.0 - 45.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +4.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +16 (+6 eff.) Fatigue: +8% Talent masteries: +0.20 Steamtech / Battlefield management +0.20 Steamtech / Sawmaiming Talent granted: +2 Block Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
Viletooth (20-30 power, 12 apr) Viletooth (20-30 power, 12 apr)Requires: - Strength 20 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 20.0 - 30.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% Block value: +40 On weapon hit: * may infect the target with a random disease Damage conversion: 50% blight Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
coruscating steel steamsaw of radiance (17-25.5 power, 8 apr) coruscating steel steamsaw of radiance (17-25.5 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 17.0 - 25.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +24 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +11 light / +11 fire When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 13% chance to blind Damage when hit (Melee): 11 fire Changes stats: +2 Str / +1 Mag / +3 Con Changes resistances: +10% light / +13% fire Talent granted: +1 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! |
This item will automatically be transmogrified when you leave the level. Bokirak (20.5-28.7 power, 4 apr)Bokirak (20.5-28.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +13 fire When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +6 Changes stats: +3 Con Changes resistances: +3% physical Maximum life: +20.00 Maximum stamina: +15.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Cobrapall the dwarven-steel waraxe (31.5-44.1 power, 4 apr)Cobrapall the dwarven-steel waraxe (31.5-44.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +16 fire / +20 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes damage: +15% nature / +9% fire One-handed war axes. |
Poloda the stralite waraxe (29-40.6 power, 5 apr) Poloda the stralite waraxe (29-40.6 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +15 acid Burst (radius 2) on crit: +12 blight When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Reduces incoming crit damage: 10.00% Confusion immunity: +30% Pinning immunity: +30% One-handed war axes. |
warbringer's steel waraxe of crippling (15-21 power, 3 apr) warbringer's steel waraxe of crippling (15-21 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Changes stats: +1 Con Changes resistances penetration: +7% physical Disarm immunity: +11% One-handed war axes. |
Beylathavon the hardened leather belt Beylathavon the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +8.0% Physical power: +14 (+2 eff.) Changes damage: +9% physical Maximum life: +77.00 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
Chamanik the cashmere cloak (9 def, 8 armour) Chamanik the cashmere cloak (9 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +5 Armour: +8 Defense: +9 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Cun / +3 Dex Changes resistances: +6% lightning / +6% temporal / +17% cold Changes damage: +6% acid Physical save: +9 (+3 eff.) Spell save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Flashwrither' (2 def, 0 armour) cashmere cloak 'Flashwrither' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 acid Changes resistances: +10% acid / +14% fire / +12% lightning / +14% cold Changes damage: +9% light Physical save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -50.00 life Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Smeargasher' (10 def, 0 armour) cashmere cloak 'Smeargasher' (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +15% fire Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Mental save: +30 (+10 eff.) Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. resilient cashmere cloak of Eldoral (2 def, 0 armour)resilient cashmere cloak of Eldoral (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Dex Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick cashmere cloak of Iron Throne (2 def, 7 armour)thick cashmere cloak of Iron Throne (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of the mountain (+10%) (0 def, 0 armour) mindwoven linen robe of the mountain (+10%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Mental save: +16 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Cyrogavena' (0 def, 9 armour)pair of hardened leather boots 'Cyrogavena' (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +4 Str / +4 Con Changes resistances: +9% light / +5% arcane Changes resistances penetration: +20% arcane Blindness immunity: +10% Knockback immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Zigaleg' (0 def, 3 armour)pair of hardened leather boots 'Zigaleg' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Effects on melee hit: * 20% chance to disease Changes resistances: +15% blight Changes resistances penetration: +15% blight Changes damage: +15% arcane Maximum encumbrance: +27 Physical save: +9 (+3 eff.) A pair of boots made of leather. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Mayena' (0 def, 2 armour)dwarven-steel gauntlets 'Mayena' (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +6 (+1 eff.) Armour: +2 Damage (Melee): 11 mind Changes stats: +5 Str / +4 Con Changes resistances: +8% mind / +3% physical Changes damage: +7% mind / +6% physical Reduces incoming crit damage: 15.00% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of dispersion (0 def, 2 armour) dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 4 arcane Changes stats: +3 Mag / +3 Wil Changes resistances: +3% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +3 Str Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets (0 def, 1 armour) restful iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of war-making (0 def, 1 armour) rough leather gloves of war-making (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +1 Critical mult.: +6.00% Spell crit. chance: +7% Mental crit. chance: +7% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +23 (+8 eff.) Armour: +2 Changes stats: +3 Dex Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-5 eff.) Changes stats: +0 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +0 (+0 eff.) Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-3 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. |
Purepassion the dwarven-steel helm (0 def, 4 armour) Purepassion the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +8 Str / +5 Dex / +8 Wil Changes resistances: +18% lightning / +5% physical / +3% nature / +3% light Changes resistances penetration: +5% nature Physical save: +8 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather hat of dexterity (+2) (0 def, 1 armour) grounding rough leather hat of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +5% lightning / +5% temporal A hat made of leather. Very stylish. |
hardened leather hat 'Cinderveil' (0 def, 3 armour) hardened leather hat 'Cinderveil' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +2 Con Changes resistances: +5% lightning / +8% temporal / +9% fire Changes resistances penetration: +10% arcane / +15% fire Changes damage: +9% arcane 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 655.2 Physical damage. If the attack hits, the target is confused (32% 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. |
enlightening steel mail armour of lightning resistance (2 def, 6 armour) enlightening steel mail armour of lightning resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +5 Cun / +3 Wil Changes resistances: +19% lightning Mental save: +11 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Poloth (10 def, 9 armour)Poloth (10 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +9 Defense: +10 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +5 Mag / +5 Cun / +3 Con Changes resistances: +21% cold See invisible: +12 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Shadowjeer (22/22, 35.5-49.7 power, 10 apr)Shadowjeer (22/22, 35.5-49.7 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 On weapon hit: * 40% chance to inflict 15% damage reduction * 17% chance to disease Damage (Ranged): +15 blight / +16 darkness Burst (radius 1) on hit: +24 darkness Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
276 alchemist agate 276 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
36 onyx 36 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 lapis lazuli 31 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal 16 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 topaz 19 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Salama the dwarven-steel pickaxe (dig speed 32 turns) Salama the dwarven-steel pickaxe (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 mind Changes stats: +5 Str / +3 Wil / +5 Cun Changes resistances: +5% arcane Mental save: +6 (+2 eff.) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 20 turns) soldier's iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Changes stats: +1 Str Changes resistances: +5% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
26 emerald 26 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 147.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 147.83 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
28 garnet 28 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
potent healing salve [power 202] potent healing salve [power 202]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 125% efficiency and 53% cooldown modifier. It can be used to heal 202, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 125% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 125% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 251] powerful healing salve [power 251]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 125% efficiency and 53% cooldown modifier. It can be used to heal 251, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 125% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
stralite spike attachment stralite spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +16 Fatigue: +1% Damage when hit (Melee): 40 physical Tinkers can be attached to normal items to improve them with steam power! |
Glarepall the dwarven-steel torque of psychoportation [power 39] (30 cooldown) Glarepall the dwarven-steel torque of psychoportation [power 39] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +12% light Changes resistances penetration: +15% light Changes damage: +9% fire Light radius: +3 It can be used to teleport randomly (rad 39), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Shimmerrain [power 109] (20 cooldown) Shimmerrain [power 109] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 lightning Maximum wards: +1 physical / +3 mind / +3 darkness Talents granted: +2 Telekinetic Blast +1 Ward Critical mult.: +6.00% Only die when reaching: -80.00 life It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 109 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 82 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
psionic dwarven-steel torque of thermal psionic shield [power 63] (20 cooldown) psionic dwarven-steel torque of thermal psionic shield [power 63] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation [power 28] (30 cooldown) steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
warded steel torque of kinetic psionic shield [power 49] (20 cooldown) warded steel torque of kinetic psionic shield [power 49] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +2 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Guwe [power 38] (20 cooldown) Guwe [power 38] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances penetration: +15% mind Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
rushing ash totem of thorny skin [power 28] (20 cooldown) rushing ash totem of thorny skin [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Infernohunter [power 10] (6 cooldown)Infernohunter [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +15% temporal Changes resistances penetration: +25% temporal Changes damage: +12% fire / +9% temporal Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike It can be used to reveal the area around you, dispelling darkness (radius 10, power 55 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Islemina the Smolderraven [power 249] (6 cooldown) Islemina the Smolderraven [power 249] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +9% fire Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +4 cold Changes resistances penetration: +15% light Changes damage: +30% fire Talent granted: +1 Ward Light radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 382 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Ce'Naressra' [power 181] (10 cooldown) ash wand of conjuration 'Ce'Naressra' [power 181] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike Physical save: +20 (+6 eff.) Blindness immunity: +20% Disarm immunity: +10% Confusion immunity: +15% Pinning immunity: +20% Stun/Freeze immunity: +10% It can be used to fire a bolt of a random element with (base) damage 90 to 181, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled ash wand of firewall [power 117] (6 cooldown) defiled ash wand of firewall [power 117] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +5.00 It can be used to creates a wall of flames lasting 4 turns (dealing 179 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered 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. |
19 quartz 19 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Breathtaking the Kruk Yeti Wyrmic level 10
21st Retaking 124th year of Ascendancy at 00:04 see stats
By Breathtaking the Kruk Yeti Wyrmic level 11
30th Retaking 124th year of Ascendancy at 02:07 see stats
By Breathtaking the Kruk Yeti Wyrmic level 29
27th Revenge 124th year of Ascendancy at 04:26 see stats
By Breathtaking the Kruk Yeti Wyrmic level 10
20th Retaking 124th year of Ascendancy at 19:28 see stats
By Breathtaking the Kruk Yeti Wyrmic level 20
12nd Revenge 124th year of Ascendancy at 10:35 see stats
By Breathtaking the Kruk Yeti Wyrmic level 30
28th Revenge 124th year of Ascendancy at 06:14 see stats
By Breathtaking the Kruk Yeti Wyrmic level 36
49th Revenge 124th year of Ascendancy at 10:38 see stats
By Breathtaking the Kruk Yeti Wyrmic level 31
36th Revenge 124th year of Ascendancy at 23:35 see stats
By Breathtaking the Kruk Yeti Wyrmic level 25
16th Revenge 124th year of Ascendancy at 17:29 see stats
By Breathtaking the Kruk Yeti Wyrmic level 15
52nd Retaking 124th year of Ascendancy at 17:54 see stats
Log
Breathtaking picks up (6.): pair of hardened leather boots 'Zigaleg' (0 def, 3 armour).
Breathtaking resists!
Poryrin the faeros's aether beam hits Breathtaking for 124 arcane damage.
Breathtaking stops regenerating health quickly.
Resting starts...
Talent Ice Breath is ready to use.
You feel a surge of power as a powerful creature falls nearby.
Talent Infusion: Regeneration is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Breathtaking picks up (I.): hardened leather sling 'Chaledil'.
Ran for 16 turns (stop reason: at door).
Breathtaking breathes ice!
Breathtaking hits Poison ivy for 387 cold damage.
Breathtaking killed Poison ivy!
Resting starts...
Talent Ice Breath is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
Quasit rushes out!
Quasit misses Breathtaking.
Ran for 3 turns (stop reason: hostile spotted to the northeast (quasit)).
Breathtaking deactivates Wild Growth.
Breathtaking deactivates Chant of Fortitude.