
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! 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. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Banished 1.6.7Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers. SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Custom Difficulty 1.6.7Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Custom Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Banished |
| Level / Exp | 50 / 2% |
| Size | big |
| Lifes / Deaths | Killed by multi-hued crystal at level 34 on the 16th Pain 124th year of Ascendancy at 12:45 5 / 2Killed by anorithil at level 38 on the 9th Dearth 124th year of Ascendancy at 15:47 |
Primary Stats
| Strength | 147 (base 60) |
| Dexterity | 79 (base 60) |
| Constitution | 28 (base 10) |
| Magic | 33 (base 10) |
| Willpower | 49 (base 31) |
| Cunning | 94 (base 58) |
Resources
| Life | 1580/1580 |
| Hate | 102/112 |
| Steam | 100/100 |
| Healing Factor | 1.1363636363636 |
| Regeneration | 4.8295454545454 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +100% |
| Spell | 0% |
| Global | +110.5% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 218 |
| Accuracy | 69 |
| Crit Chance | 66% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +46% |
| Darkness | +44% |
| Cold | +46% |
| Lightning | +46% |
| Fire | +46% |
| All | +38% |
Offense: Damage Penetration
| Darkness | +72% |
| Lightning | +47% |
| Fire | +39% |
| All | +22% |
Defense: Base
| Armour (hardiness) | 113.3858848144 (100%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 28 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 37%( 70%) |
| Darkness | + 41%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 22%( 70%) |
| Mind | + 70%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 50% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 297 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic 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 115% efficiency and cooldown mod of 57%. 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 196% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Elusive Movement | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Darkness | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Hunting | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cursed / Stalking | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Black Quiver | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cursed / Darkbow | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Twisted Form | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Sharpened Shadow |
| talent | Chant of Fortitude |
| beneficial effect | You have 5 charges. Death Momentum |
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 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! | 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. * 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. | active |
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 |
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 | [vs. blood-soaked pair of drakeskin leather boots of rushing (0 def, 5 armour) (On feet)]blood-soaked pair of drakeskin leather boots of rushing (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 (-) Physical crit. chance: +5.0% (-) Physical power: +4 (+1 eff.) (-) Armour: +5 (-) Changes stats: +3(-) Str / +3(-) Con Physical save: +15 (+5 eff.) (-) Pinning immunity: +25% (-) Knockback immunity: +25% (-) Teleport immunity: +100% (-) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
| Quiver | [vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 187% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 (-) Crit. chance: +18.5% (-) Capacity: 21 (-) On weapon crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% (-) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
| Light source | [vs. piercing alchemist's lamp of health (Light source)]piercing alchemist's lamp of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 (-) Changes resistances penetration: +7%(-) all Maximum life: +51.00 (-) Light radius: +6 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Veleba the drakeskin leather hat (15 def, 5 armour) (On head)]Veleba the drakeskin leather hat (15 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) (-) Armour: +5 (-) Defense: +15 (+5 eff.) (-) Fatigue: +5% (-) Changes stats: +9(-) Str / +10(-) Cun / +10(-) Con Changes resistances: +2%(-) physical Critical mult.: +15.00% (-) Mental save: +15 (+5 eff.) (-) Only die when reaching: -40.00 life (-) Maximum stamina: +30.00 (-) A hat made of leather. Very stylish. |
| Tool | [vs. supercharged voratun torque of gale force [power 610] (3/20 cooldown) (Tool)]supercharged voratun torque of gale force [power 610] (3/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking enemies back 17 spaces and dealing 842 physical damage Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Ring of Lost Love (On fingers, 1 of 2)]Ring of Lost Love 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" Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Lost Love (On fingers, 1 of 2)]conjurer's voratun ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 30 Damage (Melee): 35 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 30 Damage (Ranged): 18 physical Changes stats: +0(-6) Str / +0(-6) Dex / +6 Mag / +4(-2) Wil / +4(-2) Cun / +0(+10) Lck Changes resistances: +0%(-25%) mind / +0%(-10%) all Changes damage: +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Spellpower: +12 (+6 eff.) It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. balancing drakeskin leather belt (Around waist)]balancing drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% (-) Changes stats: +5(-) Cun / +4(-) Dex Mental crit. chance: +9% (-) A belt that goes around your waist. |
| In main hand | [vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]blazebringer's dragonbone longbow of piercing 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. Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-) Crit. chance: +0.0% (-) Attack speed: 100% (-) Firing range: +10 (-) On weapon hit: * splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +101(-) fire When wielded/worn: Accuracy: +18 (+4 eff.) (-) Armour penetration: +14 (-) Changes resistances penetration: +17%(-) fire / +15%(-) all Global speed: +11% (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
| On hands | [vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]Steam Powered Gauntlets (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% (-) Armour: +12 (-) Changes stats: +6(-) Str / +6(-) Dex Changes damage: +8%(-) all Talents granted: +5.00(-) Fatal Attractor Critical mult.: +30.00% (-) Disarm immunity: +50% (-) Steam crit. chance: +10% (-) When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-) Crit. chance: +10.0% (-) Attack speed: 83% (-) Gauntlets. But with steam power! |
| Main armor | [vs. Plate of the Blackened Mind (15 def, 45 armour) (Main armor)]Plate of the Blackened Mind (15 def, 45 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +45 (-) Armour Hardiness: +20% (-) Defense: +15 (+5 eff.) (-) Fatigue: +18% (-) Effects when hit in melee: * 20% chance to cause random gloom Damage when hit (Melee): 0(-20) item mind gloom Changes stats: +6(-) Wil / +4(-) Cun / +3(-) Con Changes resistances: +15%(-) acid / +15%(-) light / +20%(-) blight / +25%(-) mind / +20%(-) darkness Talent masteries: +0.20(-) Cursed / Gloom Physical save: +15 (+5 eff.) (-) Mental save: +25 (+8 eff.) (-) Confusion immunity: +100% (-) Fear immunity: +100% (-) Mindpower: +10 (+4 eff.) (-) Light radius: -2 (-) Infravision radius: +4 (-) It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 12 Defense and your attacks will gain 35% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | [vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) (-) Changes stats: +6(-) Cun / +5(-) Wil Changes resistances: +15%(-) mind / +30%(-) lightning Talent masteries: +0.10(-) Psionic / Dreaming +0.10(-) Psionic / Slumber Physical save: +10 (+4 eff.) (-) Spell save: +10 (+5 eff.) (-) Mental save: +10 (+3 eff.) (-) Stun/Freeze immunity: +50% (-) Mindpower: +6 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.3 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 52 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Around neck | [vs. Sparkglamour the stralite amulet (Around neck)]Sparkglamour the stralite amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +14 (-) Defense: +25 (+8 eff.) (-) Changes stats: +5(-) Mag Changes resistances: +6%(-) darkness / +6%(-) light Changes resistances penetration: +25%(-) lightning Changes damage: +8%(-) acid / +8%(-) fire / +8%(-) cold / +8%(-) lightning Stun/Freeze immunity: +20% (-) Teleport immunity: +20% (-) Life regen: +4.00 (-) Only die when reaching: -80.00 life (-) Spellpower: +4 (+2 eff.) (-) Spell crit. chance: +6% (-) Amulets can have magical properties. |
Inventory
[vs. Implant: Medical Injector [medical injector implant of the psychic (efficiency 104% / cooldown 57%)] (on body, 1 of 2)]medical injector implant (efficiency 81% / cooldown 69%) 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 81%(-34%) efficiency and cooldown mod of 69%(+12%). 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.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant of the psychic (efficiency 104% / cooldown 57%)] (on body, 1 of 2)]medical injector implant of the warrior (efficiency 183% / cooldown 85%) 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 183%(+68%) efficiency and cooldown mod of 85%(+28%). Its effects scale with your -Willpower, +Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
steam generator implant (steam 6)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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 7)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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 16)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.6 steam per turn. Can be activated for an instant burst of 78 steam. 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.. |
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
[vs. Rune: Blink [blink rune of the wizard (range 5; phase 16; cd 16)] (on body)]blink rune of the duelist (range 6; phase 19; cd 20) 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: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Blink [blink rune of the wizard (range 5; phase 16; cd 16)] (on body)]blink rune of the warrior (range 8; phase 31; cd 20) 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: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 390; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 389.53 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 37; resist 37%; move 51%; dur 5; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 51% faster, and you are invisible (power 37). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune of the titan (absorb 34; cd 16)] (on body)]shatter afflictions rune (absorb 27; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 27 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shielding [shielding rune of the titan (absorb 255; dur 4; cd 14)] (on body)]shielding rune of the duelist (absorb 388; dur 4; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 388(+91) damage for 4(-) turns. Its effects scale with your -Constitution, +Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 49; blocks 3; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 3 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 53; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid GrooveRequires: - 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: Deflection FieldRequires: - 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: Fatal AttractorRequires: - 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: Fiery SalveRequires: - 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: Flare 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: Fungal WebRequires: - 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: Grounding StrapRequires: - 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. |
3 schematic: HeadlampRequires: - 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. |
3 schematic: Moss TreadRequires: - 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. |
4 schematic: Pain Suppressor SalveRequires: - 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. |
3 schematic: Razor EdgeRequires: - 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. |
2 schematic: Saw 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. |
5 schematic: Spike AttachmentRequires: - 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. |
2 schematic: Spring GrappleRequires: - 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. |
2 schematic: SteamgunRequires: - 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. |
3 schematic: SteamsawRequires: - 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: Water SalveRequires: - 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: Winterchill EdgeRequires: - 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. |
[vs. Sparkglamour the stralite amulet (Around neck)]insulating copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Changes stats: +0(-5) Mag Changes resistances: +0%(-6%) light / +10% fire / +0%(-6%) darkness / +10% cold Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-6%) Amulets can have magical properties. |
[vs. Sparkglamour the stralite amulet (Around neck)]Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Changes stats: +0(-5) Mag / +5 Wil Changes resistances: +0%(-6%) darkness / +0%(-6%) light Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning Damage affinity(heal): +15% nature Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +2.00 (-2.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-6%) Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 258 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
[vs. Sparkglamour the stralite amulet (Around neck)]savior's steel amulet of strength (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Changes stats: +3 Str / +0(-5) Mag Changes resistances: +0%(-6%) darkness / +0%(-6%) light Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning Physical save: +12 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +11 (+4 eff.) Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-6%) Amulets can have magical properties. |
[vs. Sparkglamour the stralite amulet (Around neck)]starlit steel amulet of willpower (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Changes stats: +0(-5) Mag / +4 Wil Changes resistances: +12%(+6%) light / +13%(+7%) darkness Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning Blindness immunity: +22% Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-6%) Amulets can have magical properties. |
[vs. Sparkglamour the stralite amulet (Around neck)]warrior's steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Changes stats: +0(-5) Mag / +3 Con Changes resistances: +6% physical / +0%(-6%) darkness / +0%(-6%) light Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Stamina each turn: +0.30 Only die when reaching: +0.00 life (+80.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-6%) Amulets can have magical properties. |
[vs. Sparkglamour the stralite amulet (Around neck)]Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes stats: +0(-5) Mag Changes resistances: +0%(-6%) light / -10% mind / +0%(-6%) darkness Changes resistances penetration: +20% mind / +0%(-25%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) cold / +0%(-8%) fire / +25% mind / +0%(-8%) lightning Mental save: +35 (+10 eff.) Confusion immunity: -100% Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-6%) Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
[vs. Sparkglamour the stralite amulet (Around neck)]starseer's gold amulet of mastery (0.23 Cursed / Darkbow) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Changes stats: +3(-2) Mag Changes resistances: +0%(-6%) darkness / +0%(-6%) light Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +5% temporal / +6% darkness / +0%(-8%) cold / +0%(-8%) lightning / +0%(-8%) fire / +5% physical / +6% light Talent mastery: +0.23 Cursed / Darkbow Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +4 (+2 eff.) (-) Spell crit. chance: +4% (-2%) Amulets can have magical properties. |
[vs. Sparkglamour the stralite amulet (Around neck)]stralite amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Changes stats: +0(-5) Mag Changes resistances: +0%(-6%) darkness / +0%(-6%) light Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-6%) Amulets can have magical properties. |
[vs. Sparkglamour the stralite amulet (Around neck)]stralite amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Changes stats: +0(-5) Mag Changes resistances: +0%(-6%) darkness / +0%(-6%) light Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-6%) Amulets can have magical properties. |
[vs. Sparkglamour the stralite amulet (Around neck)]stralite amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Changes stats: +0(-5) Mag Changes resistances: +0%(-6%) darkness / +0%(-6%) light Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning Blindness immunity: +22% Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-6%) Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
[vs. Sparkglamour the stralite amulet (Around neck)]Frost Lord's Chain Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +0 (-14) Defense: +0 (+0 eff.) (-25 (-8 eff.)) Damage when hit (Melee): 10 cold Changes stats: +0(-5) Mag Changes resistances: +25% cold / +0%(-6%) darkness / +0%(-6%) light Changes resistances penetration: +0%(-25%) lightning Changes damage: +0%(-8%) acid / +12%(+4%) cold / +0%(-8%) lightning / +0%(-8%) fire Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% (+10%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +12 (+6 eff.) (+8 (+4 eff.)) Spell crit. chance: +0% (-6%) 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. |
[vs. Ring of Lost Love (On fingers, 1 of 2)]Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-2) Str / +0(-6) Dex / +4(-2) Wil / +0(-6) Cun / +0(+10) Lck Changes resistances: +0%(-25%) mind / +10% nature / +0%(-10%) all Changes damage: +8% physical / +8% nature / +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
[vs. Ring of Lost Love (On fingers, 1 of 2)]marksman's steel ring of light (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +0(-6) Str / +3(-3) Dex / +0(-6) Wil / +0(-6) Cun / +0(+10) Lck Changes resistances: +0%(-25%) mind / +22% light / +0%(-10%) all Changes damage: +11% light / +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Lost Love (On fingers, 1 of 2)]solipsist's steel ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 30 Damage (Melee): 13 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 7 physical Changes stats: +0(-6) Str / +0(-6) Dex / +5(-1) Wil / +7(+1) Cun / +0(+10) Lck Changes resistances: +0%(-25%) mind / +0%(-10%) all Changes damage: +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mindpower: +6 (+2 eff.) It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Lost Love (On fingers, 1 of 2)]titan's steel ring of clarity Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-6) Str / +0(-6) Dex / +0(-6) Wil / +0(-6) Cun / +2 Con / +0(+10) Lck Changes resistances: +0%(-25%) mind / +0%(-10%) all Changes damage: +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Physical save: +4 (+1 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Lost Love (On fingers, 1 of 2)]gladiator's gold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6(-) Str / +0(-6) Dex / +0(-6) Wil / +0(-6) Cun / +6 Con / +0(+10) Lck Changes resistances: +0%(-25%) mind / +0%(-10%) all Changes damage: +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Stun/Freeze immunity: +20% Life regen: +4.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Lost Love (On fingers, 1 of 2)]gladiator's gold ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6(-) Str / +0(-6) Dex / +0(-6) Wil / +0(-6) Cun / +6 Con / +0(+10) Lck Changes resistances: +0%(-25%) mind / +0%(-10%) all Changes damage: +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Disarm immunity: +32% Pinning immunity: +29% Knockback immunity: +30% Maximum life: +26.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Lost Love (On fingers, 1 of 2)]warrior's gold ring of light (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3(-3) Str / +0(-6) Dex / +0(-6) Wil / +0(-6) Cun / +0(+10) Lck Changes resistances: +0%(-25%) mind / +24% light / +0%(-10%) all Changes damage: +12% light / +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Lost Love (On fingers, 1 of 2)]sneakthief's stralite ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +0(-6) Str / +8(+2) Dex / +0(-6) Wil / +8(+2) Cun / +0(+10) Lck Changes resistances: +0%(-25%) mind / +0%(-10%) all Changes damage: +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Disarm immunity: +32% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +31.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Lost Love (On fingers, 1 of 2)]sneakthief's voratun ring of lightning (+30%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +0(-6) Str / +9(+3) Dex / +0(-6) Wil / +5(-1) Cun / +0(+10) Lck Changes resistances: +30% lightning / +0%(-25%) mind / +0%(-10%) all Changes damage: +15% lightning / +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Lost Love (On fingers, 1 of 2)]solipsist's voratun ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +0(-6) Str / +0(-6) Dex / +5(-1) Wil / +5(-1) Cun / +0(+10) Lck Changes resistances: +0%(-25%) mind / +0%(-10%) all Changes damage: +0%(-10%) all Change telepathy range by : +0 (-10) Grants telepathy: Humanoid Giant Mindpower: +15 (+5 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Eclipse (117% power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% (+51%) Range: 1.2x (+0.1x) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 (+4) Crit. chance: +3.5% (+3.5%) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+6 eff.) Spell crit. chance: +8% Global speed: +0% (-11%) This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Gravitational Staff (136% power, 8 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% (+71%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +8 (+8) Crit. chance: +0.0% (-) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes resistances: +15% physical Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+10 eff.) Spell crit. chance: +7% Global speed: +0% (-11%) It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 100.26 physical (gravity) damage. Each target moved beyond the first increases the damage by 12.53 (up to a maximum of 50.13 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Plague-Fire Sceptre (127% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% (+62%) Range: 1.2x (+0.1x) Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 (+4) Crit. chance: +0.0% (-) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Changes damage: +20% blight / +20% fire Spellpower: +27 (+11 eff.) Spell crit. chance: +7% Global speed: +0% (-11%) Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Staff of Destruction (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% (+55%) Range: 1.2x (+0.1x) Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 (+4) Crit. chance: +0.0% (-) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+5 eff.) Spell crit. chance: +15% Global speed: +0% (-11%) Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Starcaller (129% power, 4 apr, physical element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% (+63%) Range: 1.2x (+0.1x) Uses stat: 120% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 (+4) Crit. chance: +0.0% (-) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Changes damage: +5% darkness / +25% physical Damage affinity(heal): +20% darkness Talent granted: +1 Command Staff Stealth bonus: +20 Spellpower: +15 (+7 eff.) Spell crit. chance: +15% Global speed: +0% (-11%) Talent on hit(spell): Galactic Pulse (15% chance level 3). A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Latafayn (180% power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% (+115%) Range: 1.6x (+0.5x) Uses stat: 125% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 (+5) Crit. chance: +10.0% (+10.0%) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Lifesteal (this weapon only): +8% Damage (radius 2) on crit: +0(-101) fire Damage conversion: 50% fire burn When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Changes damage: +10% darkness / +15% fire Global speed: +0% (-11%) It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Warmaster Gnarg's Murderblade (172% power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% (+107%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 (+19) Crit. chance: +10.0% (+10.0%) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: + 10% chance to send the wielder into a killing frenzy - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire Damage against: +20% Living When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes stats: +15 Str / +5 Dex / +15 Con Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Global speed: +0% (-11%) A blood-etched greatsword, it has seen many foes. From the inside. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]The Twisted Blade (161% power, 24 apr) Requires: - Dexterity 27 - Talent Steam Pool Powered by unknown forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 162% (+96%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +24 (+24) Crit. chance: +5.0% (+5.0%) Attack speed: 100% (-) Block value: +150 Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor On weapon kill: + Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +10% Damage (radius 2) on crit: +0(-101) fire Attacks use: 1.0 Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Armour: +18 Defense: +14 (+4 eff.) Fatigue: +15% Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Talent granted: +5 Block Global speed: +0% (-11%) You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Twilight's Edge (158% power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% (+93%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (+7) Crit. chance: +12.0% (+12.0%) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor On weapon crit: + release a burst of light and dark damage (scales with Magic) Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes stats: +4 Str / +4 Cun / +4 Mag Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Changes damage: +18% darkness / +18% light Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Light radius: +1 Global speed: +0% (-11%) The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Crooked Club (129% power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% (+63%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (+4) Crit. chance: +10.0% (+10.0%) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: + Reduce targets accuracy and powers by 5 (stacks 5 times) - splashes acid on your target dealing 55 damage and reducing their armor Damage (Melee): +14 % chance of confusion / +30 physical Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +12 (+3 eff.) (-6 (-1 eff.)) Armour penetration: +0 (-14) Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Global speed: +0% (-11%) An oddly twisted club with a hefty weight on the end. There's something very strange about it. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Spelldrinker (132% power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% (+66%) Range: 1.3x (+0.2x) Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (+8) Crit. chance: +9.0% (+9.0%) Attack speed: 100% (-) Firing range: +0 (-10) When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: + steals up to 50 mana from the target - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Spell save: +12 (+6 eff.) Global speed: +0% (-11%) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Bloomsoul (94% power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% (+29%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 (+13) Crit. chance: +7.0% (+7.0%) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +0% (-11%) Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 32 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Charged Focus (100% power, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% (+34%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+24) Crit. chance: +5.0% (+5.0%) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes resistances: +15% lightning Changes resistances penetration: +9% lightning / +0%(-17%) fire / +0%(-15%) all Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Global speed: +0% (-11%) Electrical energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Heartrend (136% power, 19 apr) Requires: - Strength 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 136% (+70%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 (+19) Crit. chance: +9.0% (+9.0%) Attack speed: 115% (+15%) Block value: +50 Firing range: +0 (-10) On weapon hit: + If bleed damage per turn is greater than 5% of max life, attacks cleave. - splashes acid on your target dealing 55 damage and reducing their armor Lifesteal (this weapon only): +3% Damage (radius 2) on crit: +0(-101) fire Attacks use: 1.0 Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Armour: +10 Defense: +8 (+3 eff.) Fatigue: +9% Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Talent granted: +2 Block Global speed: +0% (-11%) All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Mirrorazor (143% power, 23 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 144% (+78%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +23 (+23) Crit. chance: +5.0% (+5.0%) Attack speed: 100% (-) Block value: +60 Firing range: +0 (-10) When this weapon hits: Turn Back the Clock (8% chance level 2). On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire Damage conversion: 50% temporal Attacks use: 1.0 Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Armour: +5 Defense: +20 (+6 eff.) Fatigue: +8% Changes resistances: +15% temporal Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Talent granted: +2 Block Global speed: +0% (-11%) Activating this item is instant. It can be used to 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated). Activation costs 30 power out of 30/30. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]mighty elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-) Crit. chance: +0.0% (-) Attack speed: 100% (-) Firing range: +10 (-) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +17 (+4 eff.) (-1 (+0 eff.)) Armour penetration: +0 (-14) Physical crit. chance: +12.0% Physical power: +15 (+4 eff.) Changes stats: +3 Str Changes resistances penetration: +0%(-17%) fire / +0%(-15%) all Global speed: +0% (-11%) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. blazebringer's dragonbone longbow of piercing (In main hand, 1 of 2)]Nithan's Force Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-) Crit. chance: +0.0% (-) Attack speed: 111% (+11%) Firing range: +10 (-) On weapon hit: - splashes acid on your target dealing 55 damage and reducing their armor Damage (radius 2) on crit: +0(-101) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-18 (-4 eff.)) Armour penetration: +0 (-14) Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical / +0%(-17%) fire / +0%(-15%) all Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% Global speed: +0% (-11%) It can be used to activate talent Bull Shot (costing 16 power out of 16/16) : Effective talent level: 4.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]quiver of elm arrows (19/19, 108% power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 108% (-79%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 (-15) Crit. chance: +1.0% (-17.5%) Capacity: 19 (-2) On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]quiver of ash arrows of accuracy (23/23, 122% power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% (-65%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +11 Armour Penetration: +7 (-13) Crit. chance: +1.5% (-17.0%) Capacity: 23 (2) On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]self-loading quiver of ash arrows (24/24, 125% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 125% (-62%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-13) Crit. chance: +1.5% (-17.0%) Capacity: 24 (3) Turns elapse between self-loadings: 3 On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]barbed quiver of yew arrows of corruption (23/23, 152% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 152% (-35%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 (-10) Crit. chance: +13.0% (-5.5%) Capacity: 23 (2) When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon crit: + Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]hateful quiver of yew arrows of vileness (12/17, 142% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 143% (-45%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 (-10) Crit. chance: +2.0% (-16.5%) Capacity: 17 (-4) On weapon hit: * 15% chance to reduce strength, dexterity, and constitution by 19 On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Damage (Ranged): +8 blight / +15 darkness Damage against: +12% Living Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]psychokinetic quiver of yew arrows (20/20, 143% power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 144% (-44%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 (-10) Crit. chance: +2.0% (-16.5%) Capacity: 20 (-1) On weapon hit: + 20% chance to knock the target back 3 spaces and deal 196 physical damage On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Damage (Ranged): +15 physical Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]Dimmark the quiver of elven-wood arrows (51/51, 151% power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 152% (-36%) Range: 1.4x (+0.0x) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 (-6) Crit. chance: +2.5% (-16.0%) Capacity: 51 (30) On weapon hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 30 On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Damage (Ranged): +16 mind Damage (radius 1) on hit: +20 darkness Damage (radius 2) on crit: +20 mind / +20 darkness When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]Gokan the Glimmerpassion (22/22, 151% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 151% (-36%) Range: 1.4x (+0.0x) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 (-6) Crit. chance: +2.5% (-16.0%) Capacity: 22 (1) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 59 damage On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Damage (Ranged): +20 light Damage (radius 1) on hit: +20 mind / +20 darkness / +20 light Damage (radius 2) on crit: +20 darkness / +20 light Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]plaguebringer's quiver of elven-wood arrows of daylight (21/21, 154% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% (-33%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 (-6) Crit. chance: +2.5% (-16.0%) Capacity: 21 (-) When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 19 On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Damage (Ranged): +18 blight / +8 light Damage against: +17% Undead Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]psychokinetic quiver of elven-wood arrows of crippling (21/21, 154% power, 14 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% (-33%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Accursed Arrows Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 (-6) Crit. chance: +14.5% (-4.0%) Capacity: 21 (-) On weapon hit: + 20% chance to knock the target back 3 spaces and deal 196 physical damage On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) Damage (Ranged): +26 physical Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]Wind Worn Shot (23/25, 148% power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% (-39%) Range: 1.2x (-0.2x) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (-5) Crit. chance: +10.0% (-8.5%) Capacity: 25 (4) When this weapon hits: Tornado (10% chance level 2). On weapon hit: + 35% chance for lightning to arc to a second target On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +100% (-100%) These perfectly white spheres appear to have been worn down by years of exposure to strong winds. Tap to cycle through comparison choices |
Summertide (17 def, 15 armour, 100% power, 260 block)Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 74.70 to 93.38 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
[vs. Plate of the Blackened Mind (15 def, 45 armour) (Main armor)]Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-45) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Fatigue: +0% (-18%) Damage when hit (Melee): 0(-20) item mind gloom Changes stats: +6 Mag / +0(-6) Wil / +0(-4) Cun / +0(-3) Con Changes resistances: +0%(-15%) acid / +0%(-15%) light / +0%(-20%) blight / +0%(-20%) darkness / +0%(-25%) mind / +9% all Changes damage: +15% arcane Talent mastery: +0.00(-0.20) Cursed / Gloom Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +0 (+0 eff.) (-25 (-8 eff.)) Confusion immunity: +0% (-100%) Fear immunity: +0% (-100%) Spellpower: +15 (+7 eff.) Spell crit. chance: +15% Mindpower: +0 (+0 eff.) (-10 (-4 eff.)) Light radius: +0 (+2) Infravision radius: +0 (-4) An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
[vs. Plate of the Blackened Mind (15 def, 45 armour) (Main armor)]Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 (-45) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Fatigue: +0% (-18%) Damage when hit (Melee): 0(-20) item mind gloom Changes stats: +15 Mag / +0(-6) Wil / +0(-4) Cun / +0(-3) Con Changes resistances: +0%(-15%) acid / +0%(-15%) light / +0%(-20%) blight / +0%(-20%) darkness / +0%(-25%) mind / +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Talent mastery: +0.00(-0.20) Cursed / Gloom Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +0 (+0 eff.) (-25 (-8 eff.)) Confusion immunity: +0% (-100%) Fear immunity: +0% (-100%) Spellpower: +15 (+7 eff.) Spell crit. chance: +8% Mindpower: +0 (+0 eff.) (-10 (-4 eff.)) Light radius: +0 (+2) Infravision radius: +0 (-4) Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
[vs. Plate of the Blackened Mind (15 def, 45 armour) (Main armor)]Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 (-37) Armour Hardiness: +0% (-20%) Defense: +5 (+2 eff.) (-10 (-3 eff.)) Fatigue: +3% (-15%) Damage when hit (Melee): 0(-20) item mind gloom Changes stats: +2 Dex / +0(-6) Wil / +0(-4) Cun / +0(-3) Con Changes resistances: +0%(-15%) acid / +15% physical / +0%(-15%) light / +0%(-20%) blight / +0%(-25%) mind / +0%(-20%) darkness Talent mastery: +0.00(-0.20) Cursed / Gloom Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +0 (+0 eff.) (-25 (-8 eff.)) Confusion immunity: +0% (-100%) Fear immunity: +0% (-100%) Mindpower: +0 (+0 eff.) (-10 (-4 eff.)) Light radius: +0 (+2) Infravision radius: +0 (-4) It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 55.37 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
[vs. Plate of the Blackened Mind (15 def, 45 armour) (Main armor)]impenetrable steel mail armour of cold resistance (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 (-32) Armour Hardiness: +0% (-20%) Defense: +2 (+1 eff.) (-13 (-4 eff.)) Fatigue: +12% (-6%) Damage when hit (Melee): 0(-20) item mind gloom / 0 physical Changes stats: +0(-6) Wil / +0(-4) Cun / +0(-3) Con Changes resistances: +0%(-15%) acid / +0%(-15%) light / +0%(-20%) blight / +16% cold / +0%(-25%) mind / +0%(-20%) darkness Talent mastery: +0.00(-0.20) Cursed / Gloom Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +0 (+0 eff.) (-25 (-8 eff.)) Confusion immunity: +0% (-100%) Fear immunity: +0% (-100%) Mindpower: +0 (+0 eff.) (-10 (-4 eff.)) Light radius: +0 (+2) Infravision radius: +0 (-4) A suit of armour made of mail. |
[vs. Plate of the Blackened Mind (15 def, 45 armour) (Main armor)]radiant steel plate armour of Eyal (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-36) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Fatigue: +22% (+4%) Damage when hit (Melee): 0(-20) item mind gloom / 0 physical Changes stats: +2(-4) Wil / +0(-4) Cun / +0(-3) Con Changes resistances: +0%(-15%) acid / +0%(-15%) light / +10%(-10%) blight / +0%(-25%) mind / +11%(-9%) darkness Talent mastery: +0.00(-0.20) Cursed / Gloom Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +0 (+0 eff.) (-25 (-8 eff.)) Confusion immunity: +0% (-100%) Fear immunity: +0% (-100%) Life regen: +3.00 Maximum life: +24.00 Mindpower: +0 (+0 eff.) (-10 (-4 eff.)) Light radius: +1 (+3) Infravision radius: +0 (-4) Healing mod.: +11% A suit of armour made of metal plates. |
[vs. balancing drakeskin leather belt (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Changes stats: +0(-4) Dex / +3 Wil / +0(-5) Cun Changes resistances: +20% blight / +20% cold / +20% nature Mental crit. chance: +0% (-9%) Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
[vs. balancing drakeskin leather belt (Around waist)]hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% (-6.0%) Physical power: +3 (+1 eff.) Changes stats: +0(-5) Cun / +0(-4) Dex Critical mult.: +8.00% Mental crit. chance: +0% (-9%) A belt that goes around your waist. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) (-1 (+0 eff.)) Changes stats: +0(-6) Cun / +0(-5) Wil Changes resistances: +0%(-30%) lightning / +15% cold / +0%(-15%) mind Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.00(-0.10) Psionic / Slumber Physical save: +10 (+4 eff.) (-) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Stun/Freeze immunity: +0% (-50%) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) (+4 (+1 eff.)) Damage when hit (Melee): 30 fire Changes stats: +0(-6) Cun / +0(-5) Wil Changes resistances: +0%(-30%) lightning / +10% darkness / +10% fire / +0%(-15%) mind / +10% cold Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.20 Corruption / Fearfire +0.00(-0.10) Psionic / Slumber Physical save: +0 (+0 eff.) (-10 (-4 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Stun/Freeze immunity: +0% (-50%) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Winterspike (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) (-8 (-3 eff.)) Changes stats: +0(-6) Cun / +0(-5) Wil Changes resistances: +0%(-30%) lightning / +13% blight / +30% cold / +16% nature / +0%(-15%) mind Changes damage: +12% mind Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.00(-0.10) Psionic / Slumber Physical save: +0 (+0 eff.) (-10 (-4 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Stun/Freeze immunity: +0% (-50%) Life regen: +6.00 Psi when hit: +0.20 Mindpower: +10 (+3 eff.) (+4 (+1 eff.)) Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]murderer's cashmere cloak of implacability (2 def, 0 armour) =die-at= Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) (-8 (-3 eff.)) Changes stats: +1 Dex / +0(-5) Wil / +3(-3) Cun Changes resistances: +0%(-15%) mind / +0%(-30%) lightning Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.00(-0.10) Psionic / Slumber Physical save: +8 (+3 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +10 (+3 eff.) (-) Stun/Freeze immunity: +0% (-50%) Only die when reaching: -50.00 life Mindpower: +0 (+0 eff.) (-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. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Cloak of Daggers (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) (-) Changes stats: +6(-) Cun / +0(-5) Wil Changes resistances: +0%(-15%) mind / +0%(-30%) lightning Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.00(-0.10) Psionic / Slumber Physical save: +10 (+4 eff.) (-) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Stun/Freeze immunity: +0% (-50%) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Has a 50% chance each turn to slash an adjacent enemy for 250 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Ethereal Embrace (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) (-) Changes stats: +8 Mag / +0(-5) Wil / +0(-6) Cun Changes resistances: +0%(-30%) lightning / +0%(-15%) mind / +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.20 Spell / Nightfall +0.00(-0.10) Psionic / Dreaming +0.10 Spell / Aether +0.20 Spell / Arcane +0.00(-0.10) Psionic / Slumber Physical save: +0 (+0 eff.) (-10 (-4 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Stun/Freeze immunity: +0% (-50%) Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 87.79 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Liquid Metal Cloak (20 def, 10 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+6 eff.) (+10 (+3 eff.)) Changes stats: +0(-6) Cun / +0(-5) Wil Changes resistances: +0%(-30%) lightning / +15% physical / +0%(-15%) mind Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.20 Steamtech / Avoidance +0.00(-0.10) Psionic / Slumber Physical save: +40 (+13 eff.) (+30 (+9 eff.)) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Stun/Freeze immunity: +0% (-50%) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 1.0 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 46 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. |
[vs. blood-soaked pair of drakeskin leather boots of rushing (0 def, 5 armour) (On feet)]dreamer's pair of hardened leather boots of evasion (5 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-9) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +3 (-2) Defense: +5 (+2 eff.) Changes stats: +0(-3) Str / +3 Wil / +3 Cun / +0(-3) Con Physical save: +7 (+2 eff.) (-8 (-3 eff.)) Spell save: +10 (+5 eff.) Mental save: +6 (+2 eff.) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 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 33% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
[vs. blood-soaked pair of drakeskin leather boots of rushing (0 def, 5 armour) (On feet)]insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-9) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +4 (-1) Fatigue: +3% Changes stats: +0(-3) Str / +0(-3) Con Changes resistances: +8% fire / +7% cold Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]Glintburst the hardened leather gloves (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +2 (-10) Changes stats: +0(-6) Str / +0(-6) Dex Changes resistances: +9% lightning / +3% light Changes resistances penetration: +5% light Changes damage: +3% light / +0%(-8%) all Talent granted: +0(+-5) Fatal Attractor Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-50%) Life regen: +7.00 Stamina each turn: +0.70 Maximum stamina: +13.00 Light radius: +3 Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 116% (-29%) Range: 1.1x (-0.3x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-7) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (+17%) When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]brawler's hardened leather gloves (0 def, 2 armour) =str= Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +2 (-10) Changes stats: +2(-4) Str / +2(-4) Dex / +3 Cun Changes damage: +0%(-8%) all Talent cooldown: Double Strike (-1 turn) Talent granted: +0(+-5) Fatal Attractor Critical mult.: +0.00% (-30.00%) Physical save: +5 (+1 eff.) Disarm immunity: +0% (-50%) Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 112% (-33%) Range: 1.1x (-0.3x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 (-7) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (+17%) When this weapon hits: Set Up (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +8 (-4) Changes stats: +0(-6) Str / +0(-6) Dex / +4 Con Changes damage: +0%(-8%) all Talent cooldown: Clinch (-2 turns) Talent granted: +0(+-5) Fatal Attractor Critical mult.: +0.00% (-30.00%) Disarm immunity: +40% (-10%) Stun/Freeze immunity: +30% Knockback immunity: +30% Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 119% (-26%) Range: 1.1x (-0.3x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 (-9) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (+17%) When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)]Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +7 (-5) Fatigue: +10% Changes stats: +0(-6) Str / +0(-6) Dex Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical / +0%(-8%) all Talent cooldown: Clinch (-2 turns) Talent granted: +0(+-5) Fatal Attractor Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-50%) Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 132% (-13%) Range: 1.4x (+0.0x) Uses stats: 30% Dex, 60% Str, 30% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (+5) Crit. chance: +5.0% (-5.0%) Attack speed: 83% (-) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
[vs. Veleba the drakeskin leather hat (15 def, 5 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Fatigue: +0% (-5%) Changes stats: +0(-9) Str / +0(-10) Cun / +0(-10) Con Changes resistances: +10% lightning / +10% cold / +0%(-2%) physical Changes damage: +10% lightning / +10% cold Critical mult.: +0.00% (-15.00%) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-30.00) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 59.23 to 177.70 lightning damage (118.47 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
[vs. Veleba the drakeskin leather hat (15 def, 5 armour) (On head)]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: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Physical power: -10 (-3 eff.) Armour: +0 (-5) Defense: -10 (-3 eff.) (-25 (-8 eff.)) Fatigue: +0% (-5%) Changes stats: +0(-9) Str / +4 Wil / +0(-10) Cun / +0(-10) Con Changes resistances: +0%(-2%) physical / +10% cold / +10% darkness / +10% arcane Critical mult.: +0.00% (-15.00%) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Confusion immunity: +100% Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-30.00) Spellpower: -10 (-5 eff.) Mindpower: -10 (-4 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 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. |
[vs. Veleba the drakeskin leather hat (15 def, 5 armour) (On head)]Olokor (20 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Physical crit. chance: +4.0% Armour: +3 (-2) Defense: +20 (+7 eff.) (+5 (+2 eff.)) Fatigue: +3% (-2%) Damage when hit (Melee): 10 mind / 4 physical Changes stats: +0(-9) Str / +0(-10) Cun / +0(-10) Con Changes resistances: +11% blight / +0%(-2%) physical / +10% darkness Critical mult.: +0.00% (-15.00%) Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Spell save: +9 (+4 eff.) Mental save: +19 (+6 eff.) (+4 (+1 eff.)) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-30.00) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 11 light damage to everyone else who enters. The circle lasts 4 turns. A hat made of leather. Very stylish. |
[vs. Veleba the drakeskin leather hat (15 def, 5 armour) (On head)]Visage of Nektosh (4 def, 8 armour) Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Physical power: +0 (+0 eff.) Armour: +8 (+3) Defense: +4 (+1 eff.) (-11 (-4 eff.)) Fatigue: +6% (+1%) Damage (Melee): 15 physical bleed Changes stats: +0(-9) Str / +4 Mag / +4 Wil / +4(-6) Cun / +0(-10) Con Changes resistances: +10% darkness / +0%(-2%) physical Talent mastery: +0.20 Race / Whitehooves Critical mult.: +0.00% (-15.00%) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-30.00) Spellpower: +0 (+0 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Movement speed: +0% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
[vs. Veleba the drakeskin leather hat (15 def, 5 armour) (On head)]Steam Powered Helm (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour: +12 (+7) Defense: +3 (+1 eff.) (-12 (-4 eff.)) Fatigue: +10% (+5%) Changes stats: +5(-4) Str / +0(-10) Cun / +5(-5) Con Changes resistances: +0%(-2%) physical / +10% all Critical mult.: +0.00% (-15.00%) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Blindness immunity: +50% Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-30.00) A Helmet. But with steam power! |
10 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. |
10 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. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 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. |
17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 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. |
22 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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. |
10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
[vs. barbed quiver of elven-wood arrows of annihilation (21/21, 187% power, 20 apr) (Quiver, 1 of 2)]235 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-20) Crit. chance: +0.0% (-18.5%) Capacity: 0 (-21) On weapon crit: - Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-200%) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. piercing alchemist's lamp of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-7) Changes resistances penetration: +0%(-7%) all Maximum life: +40.00 (-11.00) Light radius: +6 (-) 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. |
[vs. piercing alchemist's lamp of health (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Armour penetration: +0 (-7) Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes resistances penetration: +0%(-7%) all Changes damage: +10% light Maximum life: +0.00 (-51.00) Light radius: +5 (-1) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
strange black disk (1)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. |
strange black disk (2)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. |
strange black disk (3)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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 27] potent fiery salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (27% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent frost salve [power 27] potent frost salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent pain suppressor salve [power 302] potent pain suppressor salve [power 302]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -302 life and reduces all damage by 15% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
potent water salve [power 27] potent water salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (27% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful fiery salve [power 32] powerful fiery salve [power 32]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (32% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful water salve [power 32] powerful water salve [power 32]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (32% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great frost salve [power 37] great frost salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 520] great healing salve [power 520]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 196% efficiency and 59% cooldown modifier. It can be used to heal 520 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great pain suppressor salve [power 453] great pain suppressor salve [power 453]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -453 life and reduces all damage by 22% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing frost salve [power 42] amazing frost salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing water salve [power 42] amazing water salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 196% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (42% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
[vs. supercharged voratun torque of gale force [power 610] (3/20 cooldown) (Tool)]iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. supercharged voratun torque of gale force [power 610] (3/20 cooldown) (Tool)]dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +22.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 83% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. supercharged voratun torque of gale force [power 610] (3/20 cooldown) (Tool)]Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 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 89 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
[vs. supercharged voratun torque of gale force [power 610] (3/20 cooldown) (Tool)]piercing stralite torque of mindblast [power 345] (3/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 476 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. supercharged voratun torque of gale force [power 610] (3/20 cooldown) (Tool)]cleansing elm totem of healing [power 116] (3/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
[vs. supercharged voratun torque of gale force [power 610] (3/20 cooldown) (Tool)]powerful ash totem of summon tentacle [power 145] (3/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 290 Base Damage: 146 Armor: 2 All Resist: 13 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. supercharged voratun torque of gale force [power 610] (3/20 cooldown) (Tool)]soothing ash wand of shielding [power 182] (3/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 31. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. supercharged voratun torque of gale force [power 610] (3/20 cooldown) (Tool)]supercharged elven-wood wand of shielding [power 500] (3/23 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Broken Tree the Whitehoof Banished level 40
11st Dearth 124th year of Ascendancy at 13:18 see stats
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Broken Tree the Whitehoof Banished level 8
16th Retaking 124th year of Ascendancy at 13:04 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Broken Tree the Whitehoof Banished level 11
27th Retaking 124th year of Ascendancy at 07:08 see stats
Exterminator
Killed 1000 creatures.By Broken Tree the Whitehoof Banished level 45
27th Dearth 124th year of Ascendancy at 12:41 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Broken Tree the Whitehoof Banished level 25
10th Revenge 124th year of Ascendancy at 05:23 see stats
Level 10 (Roguelike)
Got a character to level 10.By Broken Tree the Whitehoof Banished level 10
25th Retaking 124th year of Ascendancy at 10:58 see stats
Level 20 (Roguelike)
Got a character to level 20.By Broken Tree the Whitehoof Banished level 20
42nd Retaking 124th year of Ascendancy at 23:31 see stats
Level 30 (Roguelike)
Got a character to level 30.By Broken Tree the Whitehoof Banished level 30
18th Revenge 124th year of Ascendancy at 09:11 see stats
Level 40
Got a character to level 40.By Broken Tree the Whitehoof Banished level 40
10th Dearth 124th year of Ascendancy at 17:21 see stats
Level 50
Got a character to level 50.By Broken Tree the Whitehoof Banished level 50
40th Dearth 124th year of Ascendancy at 04:50 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Broken Tree the Whitehoof Banished level 32
21st Revenge 124th year of Ascendancy at 19:00 see stats
Size is everything
Did over 1500 damage in one attack.By Broken Tree the Whitehoof Banished level 49
39th Dearth 124th year of Ascendancy at 12:48 see stats
Size matters
Did over 600 damage in one attack.By Broken Tree the Whitehoof Banished level 43
17th Dearth 124th year of Ascendancy at 15:54 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Broken Tree the Whitehoof Banished level 33
15th Pain 124th year of Ascendancy at 18:39 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Broken Tree the Whitehoof Banished level 38
10th Dearth 124th year of Ascendancy at 02:42 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Broken Tree the Whitehoof Banished level 43
17th Dearth 124th year of Ascendancy at 16:01 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Broken Tree the Whitehoof Banished level 24
9th Revenge 124th year of Ascendancy at 20:21 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Broken Tree the Whitehoof Banished level 46
28th Dearth 124th year of Ascendancy at 01:36 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Broken Tree the Whitehoof Banished level 37
7th Dearth 124th year of Ascendancy at 09:03 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Broken Tree the Whitehoof Banished level 16
35th Retaking 124th year of Ascendancy at 10:09 see stats
Log
Broken Tree's Shoot killed Steam giant guard!
Broken Tree shoots!
Broken Tree shoots!
Talent Isolate is ready to use.
There is a next level here (press '' or right click to use).
Broken Tree wears (replacing piercing stralite torque of mindblast [power 345] (4/15 cooldown)): supercharged voratun torque of gale force [power 610] (20 cooldown).
You collect a new ingredient: lump of voratun (1).
You gain 4.11 gold from the melting of scholar's pair of voratun boots of rushing (0 def, 5 armour).
You collect a new ingredient: lump of voratun (1).
You gain 5.62 gold from the melting of radiant voratun mail armour of lightning resistance (5 def, 10 armour).
You gain 6.91 gold from the melting of mighty dragonbone longbow of fire.
You collect a new ingredient: lump of voratun (1).
You gain 2.15 gold from the melting of voratun steamsaw of massacre (164% power, 0 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.12 gold from the melting of acidic voratun steamsaw of the stars (151% power, 0 apr).
You collect a new ingredient: lump of voratun (1).
You gain 1.75 gold from the melting of voratun mace (155% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.71 gold from the melting of truestriking voratun battleaxe of corruption (168% power, 4 apr).
There is a previous level here (press '' or right click to use).
You feel very confident walking into this place.
Broken Tree deactivates Chant of Fortitude.
Broken Tree deactivates Sharpened Shadow.
Broken Tree's Sharpened Shadow has been deactivated!





















































































































































