Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Infinite500 v2.5d: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). |
| Campaign | Orcs |
| Mode | Insane Exploration |
| Sex | Female |
| Race | Kruk Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 3544% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant guard at level 2 on the 15th Retaking 124th year of Ascendancy at 01:24 / 52Killed by steam giant yeti rider at level 4 on the 16th Retaking 124th year of Ascendancy at 00:30 Killed by sunwall vindicator at level 13 on the 26th Retaking 124th year of Ascendancy at 17:25 Killed by devourer at level 16 on the 35th Retaking 124th year of Ascendancy at 20:34 Killed by devourer at level 16 on the 35th Retaking 124th year of Ascendancy at 23:03 Killed by fire wyrm at level 17 on the 36th Retaking 124th year of Ascendancy at 02:00 Killed by greater multi-hued wyrm at level 22 on the 44th Retaking 124th year of Ascendancy at 22:49 Killed by blade horror at level 22 on the 45th Retaking 124th year of Ascendancy at 09:07 Killed by skeleton archer at level 23 on the 45th Retaking 124th year of Ascendancy at 19:27 Killed by dredge at level 23 on the 45th Retaking 124th year of Ascendancy at 22:27 Killed by shadow at level 23 on the 46th Retaking 124th year of Ascendancy at 21:47 Killed by forest wight at level 26 on the 49th Retaking 124th year of Ascendancy at 22:24 Killed by venom drake at level 27 on the 51st Retaking 124th year of Ascendancy at 04:30 Killed by multi-hued drake at level 29 on the 7th Revenge 124th year of Ascendancy at 17:13 Killed by Belemina the orc blood mage (subdued) at level 35 on the 20th Revenge 124th year of Ascendancy at 04:39 Killed by Iviwe the orc summoner (subdued) at level 37 on the 21st Revenge 124th year of Ascendancy at 16:27 Killed by Yvisetha the multi-hued crystal at level 38 on the 4th Pain 124th year of Ascendancy at 00:57 Killed by war hound at level 38 on the 4th Pain 124th year of Ascendancy at 04:47 Killed by Batin the shalore at level 40 on the 12nd Pain 124th year of Ascendancy at 08:19 Killed by Batin the shalore at level 40 on the 12nd Pain 124th year of Ascendancy at 10:07 Killed by Batin the shalore at level 40 on the 12nd Pain 124th year of Ascendancy at 12:34 Killed by Kabel the shalore at level 40 on the 18th Pain 124th year of Ascendancy at 06:27 Killed by High Sun Paladin Aeryn at level 40 on the 23rd Pain 124th year of Ascendancy at 00:34 Killed by Crouff the human at level 45 on the 29th Pain 124th year of Ascendancy at 16:55 Killed by shadow at level 50 on the 15th Dearth 124th year of Ascendancy at 17:03 Killed by shadow at level 50 on the 15th Dearth 124th year of Ascendancy at 19:57 Killed by monk's temporal clone at level 50 on the 42nd Dearth 124th year of Ascendancy at 17:25 Killed by Xerebredhema the titan dreadnought at level 50 on the 38th Loss 124th year of Ascendancy at 07:58 Killed by armoured skeleton warrior at level 50 on the 39th Loss 124th year of Ascendancy at 17:35 Killed by ghoul at level 50 on the 39th Loss 124th year of Ascendancy at 20:42 Killed by forge-giant at level 50 on the 40th Loss 124th year of Ascendancy at 06:18 Killed by Beliwyn the necrotic abomination at level 50 on the 40th Loss 124th year of Ascendancy at 18:10 Killed by shadow at level 50 on the 41st Loss 124th year of Ascendancy at 03:58 Killed by Mayiba the nightmare horror at level 50 on the 41st Loss 124th year of Ascendancy at 05:00 Killed by shadow at level 50 on the 41st Loss 124th year of Ascendancy at 06:13 Killed by Mayiba the nightmare horror at level 50 on the 41st Loss 124th year of Ascendancy at 07:51 Killed by Mayiba the nightmare horror at level 50 on the 41st Loss 124th year of Ascendancy at 10:19 Killed by Mayiba the nightmare horror at level 50 on the 41st Loss 124th year of Ascendancy at 12:23 Killed by Mayiba the nightmare horror at level 50 on the 41st Loss 124th year of Ascendancy at 13:26 Killed by Mayiba the nightmare horror at level 50 on the 41st Loss 124th year of Ascendancy at 14:57 Killed by oozing horror at level 50 on the 42nd Loss 124th year of Ascendancy at 12:23 Killed by titan battlesmasher at level 50 on the 42nd Loss 124th year of Ascendancy at 20:26 Killed by worm that walks at level 50 on the 42nd Loss 124th year of Ascendancy at 22:16 Killed by monk's Inner Demon at level 50 on the 42nd Loss 124th year of Ascendancy at 23:45 Killed by nightmare horror at level 50 on the 43rd Loss 124th year of Ascendancy at 00:53 Killed by titan dreadnought at level 50 on the 43rd Loss 124th year of Ascendancy at 06:20 Killed by Yvidhelle the titan battlesmasher at level 50 on the 44th Loss 124th year of Ascendancy at 02:58 Killed by titan vile spewer at level 50 on the 44th Loss 124th year of Ascendancy at 21:35 Killed by saw horror at level 50 on the 45th Loss 124th year of Ascendancy at 02:40 Killed by titan battlesmasher at level 50 on the 45th Loss 124th year of Ascendancy at 03:45 Killed by Nerinn the sher'tan at level 50 on the 45th Loss 124th year of Ascendancy at 17:41 Killed by Amakthel's Mouth at level 50 on the 45th Loss 124th year of Ascendancy at 22:31 |
Primary Stats
| Strength | 53 (base 17) |
| Dexterity | 38 (base 13) |
| Constitution | 41 (base 12) |
| Magic | 78 (base 60) |
| Willpower | 73 (base 60) |
| Cunning | 87 (base 60) |
Resources
| Mana | 384/384 |
| Psi | 163/163 |
| Hate | 13/100 |
| Life | 1301/1301 |
| Positive | 17/137 |
| Stamina | 1404/1404 |
| Paradox | 434 |
| Healing Factor | 1.15 |
| Regeneration | 5.0025 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 12 |
| Lite | -5 |
| Infravision | 25 |
| See Stealth | 20 |
| See Invisible | 44 |
| ESP Range | 20 |
| ESP Kinds | humanoid, dragon, giant |
Offense: Barehand
| Damage | 144 |
| Accuracy | 73 |
| Crit Chance | 46% |
| APR | 5 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 31% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 67.1 (63.636363636364%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 21 |
| Physical Save | 52 |
| Spell Save | 53 |
| Mental Save | 54 |
Defense: Resistances
| All | + 27%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Disarm Resistance | 100% |
| Bleed Resistance | 5% |
| Confusion Resistance | 15% |
| Knockback Resistance | 40% |
| Stun Resistance | 97% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 405 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Rampage | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortress |
| talent | Striking Stance |
| talent | Weapon of Wrath |
| talent | Crystalline Focus |
| talent | Weapon of Light |
| talent | Arcane Power |
| talent | Second Life |
| talent | Weapon Folding |
| talent | Essence of Speed |
| talent | Beyond the Flesh |
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! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | 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
| Psionic focus | dragonbone magestaff 'Lightsnake' (143% power, 6 apr, physical element) dragonbone magestaff 'Lightsnake' (143% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 143% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +33 (+11 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 12 % chance of confusion Changes resistances: +6% nature / +2% physical Maximum wards: +2 physical Changes damage: +30% physical Talents granted: +5 Ward +1 Command Staff Physical save: +15 (+5 eff.) Cut immunity: +5% Confusion immunity: +15% Mana each turn: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +33 (+8 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Talent on hit(spell): Lightning (25% chance level 5). It can be used to conjure elemental energy in a radius 10 cone, dealing 109.93 to 131.91 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Glowbrawn (0 def, 3 armour) Glowbrawn (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +29 (+7 eff.) Physical crit. chance: +2.0% Armour: +3 Damage (Melee): 10 acid / 8 fire / 10 cold / 10 lightning Changes stats: +1 Str / +6 Dex / +11 Mag / +5 Wil / +6 Cun Changes resistances: +13% light / +10% darkness Changes damage: +3% nature / +6% light Talent granted: +5 Iron Grip Physical save: +6 (+2 eff.) Disarm immunity: +100% Life regen: +0.20 Infravision radius: +2 Healing mod.: +5% When used to modify unarmed attacks: Power: 139% Range: 1.1x Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 167% Damage (Melee): +19 ice / +22 fire / +22 acid / +26 lightning Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +44 light / +43 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 89.52 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
| Tool | dragonbone totem of thorny skin 'Balancewisp' [power 65] (20 cooldown) dragonbone totem of thorny skin 'Balancewisp' [power 65] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +9% fire Maximum wards: +8 acid / +6 nature / +8 light Changes resistances penetration: +5% light Changes damage: +3% fire Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +2 Ward It can be used to harden the skin for 7 turns increasing armour by 65 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Emelewen EmelewenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +2 Str Changes damage: +12% mind Grants telepathy: Dragon Disarm immunity: +44% Pinning immunity: +30% Knockback immunity: +40% Maximum life: +44.00 Infravision radius: +3 Rings can have magical properties. |
| On fingers | voratun ring of perseverance voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +47% Life regen: +3.90 Rings can have magical properties. |
| Around waist | Saloth the Barksweeper Saloth the BarksweeperPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 nature Changes stats: +1 Dex / +2 Mag / +1 Cun / +3 Con Maximum encumbrance: +57 See invisible: +24 A belt that goes around your waist. |
| Main armor | Scale Mail of Kroltar (10 def, 22 armour) Scale Mail of Kroltar (10 def, 22 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +22 Armour Hardiness: +20% Defense: +10 (+3 eff.) Fatigue: +18% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 56.83 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| On feet | Urthidar the pair of drakeskin leather boots (0 def, 5 armour) Urthidar the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Dex / +5 Mag / +2 Wil / +11 Lck Changes resistances: +13% lightning / +13% temporal Stealth bonus: +15 Spell save: +3 (+1 eff.) Mental save: +25 (+8 eff.) Lowers spell cool-downs by: 10% Mental crit. chance: +5% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +10 A pair of boots made of leather. |
| Cloak | Blazedredge (17 def, 10 armour) Blazedredge (17 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +17 (+6 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +33% lightning / +12% light / +6% cold / +3% blight / +6% fire / +5% arcane / +9% darkness Physical save: +24 (+8 eff.) Spell save: +24 (+8 eff.) Mental save: +23 (+7 eff.) Stun/Freeze immunity: +50% Maximum life: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Cinderblood the dwarven lantern Cinderblood the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +2 Str / +2 Dex / +9 Cun / +1 Con Changes resistances: +2% physical / +10% cold / +13% light / +10% temporal Changes resistances penetration: +10% fire Changes damage: +15% darkness Damage affinity(heal): +5% darkness Light radius: -6 Infravision radius: +12 Healing mod.: +10% Defense after a teleport: +20 Resist all after a teleport: +17% New effects duration reduction after a teleport: +28% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 214.20 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Inventory
medical injector implant (efficiency 80% / cooldown 71%) medical injector implant (efficiency 80% / cooldown 71%)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 80% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 174% / cooldown 50%) medical injector implant (efficiency 174% / cooldown 50%)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 174% efficiency and cooldown mod of 50%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 171% / cooldown 83%) medical injector implant of the titan (efficiency 171% / cooldown 83%)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 171% efficiency and cooldown mod of 83%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 179% / cooldown 76%) medical injector implant of the titan (efficiency 179% / cooldown 76%)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 179% efficiency and cooldown mod of 76%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 136% / cooldown 67%) medical injector implant of the titan (efficiency 136% / cooldown 67%)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 136% efficiency and cooldown mod of 67%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 184% / cooldown 54%) medical injector implant of the wizard (efficiency 184% / cooldown 54%)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 184% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 211% / cooldown 74%) medical injector implant of the wizard (efficiency 211% / cooldown 74%)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 211% efficiency and cooldown mod of 74%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8) steam generator implant (steam 8)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: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7) steam generator implant (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: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 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 15) steam generator implant of the psychic (steam 15)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: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 77 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 sneak (steam 12) steam generator implant of the sneak (steam 12)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: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 13) steam generator implant of the titan (steam 13)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: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 8) steam generator implant of the warrior (steam 8)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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 9) steam generator implant of the warrior (steam 9)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: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 14%; cure magical, physical, mental) Primal Infusion (affinity 14%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 167) healing infusion of the warrior (heal 167)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 266) healing infusion of the wizard (heal 266)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+9 for 8 turns, die at -259) heroism infusion of the duelist (+9 for 8 turns, die at -259)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 8 turns. While Heroism is active, you will only die when reaching -259 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (507% speed; 5 turns) movement infusion of the titan (507% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 507% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (560% speed; 6 turns) movement infusion of the warrior (560% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 560% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (680% speed; 7 turns) movement infusion of the wizard (680% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 680% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 521 over 5 turns) regeneration infusion of the warrior (heal 521 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 521 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 13%; cure mental) wild infusion of the duelist (resist 13%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 22%; cure physical) wild infusion of the psychic (resist 22%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 17%; cure mental) wild infusion of the wizard (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 23%; cure magical, mental) wild infusion of the wizard (resist 23%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (942% regen over 10 turns; 47 instant mana) manasurge rune (942% regen over 10 turns; 47 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 942% for 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1430% regen over 10 turns; 71 instant mana) manasurge rune of the duelist (1430% regen over 10 turns; 71 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1430% for 10 turns and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (889% regen over 10 turns; 44 instant mana) manasurge rune of the titan (889% regen over 10 turns; 44 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 889% for 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 13; power 31; dur 3) phase door rune of the wizard (range 13; power 31; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. 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 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 ability. |
shielding rune of the duelist (absorb 228 for 5 turns) shielding rune of the duelist (absorb 228 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 228 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 137) teleportation rune of the sneak (range 137)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 137 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 109) teleportation rune of the sneak (range 109)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 109 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Black Light Emitter schematic: Black Light EmitterRequires: - 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. |
6 schematic: Deflection Field 6 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. |
4 schematic: Fungal Web 4 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: Rocket Boots schematic: Rocket BootsRequires: - 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 Shell 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. |
Emeletha the Firelord Emeletha the FirelordPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -9% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 14% chance to inflict damage reduction * 15% chance to blind Changes stats: +8 Dex / +9 Cun / +10 Con Changes resistances: +3% blight / +6% fire / +9% lightning Changes damage: +12% light / +13% darkness Physical save: +27 (+9 eff.) Blindness immunity: +5% Cut immunity: +70% Life regen: +1.20 Stamina each turn: +1.50 Movement speed: +10% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 207 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gardanion, the Light of God Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+6 eff.) Spellpower: +40 (+10 eff.) Mindpower: +40 (+13 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+10 eff.) When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
mindweaver's steel amulet of vision mindweaver's steel amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +9 (+3 eff.) Blindness immunity: +12% Confusion immunity: +12% Mindpower: +6 (+2 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
voratun amulet 'Glowspitter' voratun amulet 'Glowspitter'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 52% chance to blind Damage when hit (Melee): 16 mind Changes stats: +3 Wil Changes resistances: +23% mind Confusion immunity: +46% Maximum hate: +4.00 Mindpower: +6 (+2 eff.) Light radius: +2 Amulets can have magical properties. |
warmaker's voratun amulet of perfection (0.38 Corruption / Sanguisuge,0.38 Chronomancy / Speed Control) warmaker's voratun amulet of perfection (0.38 Corruption / Sanguisuge,0.38 Chronomancy / Speed Control)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +10 Wil Talent masteries: +0.38 Corruption / Sanguisuge +0.38 Chronomancy / Speed Control Amulets can have magical properties. |
Bregymachak the Dazzlevile Bregymachak the DazzlevileInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 light Changes resistances: +3% light Changes resistances penetration: +15% darkness / +10% light Changes damage: +15% darkness / +6% arcane Mental save: +15 (+5 eff.) Confusion immunity: +46% Rings can have magical properties. |
Eilinyseth the Sewersear Eilinyseth the SewersearInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 40% chance to inflict damage reduction Changes resistances: +31% nature / +3% darkness Changes damage: +14% nature Rings can have magical properties. |
Emolrawen the Stormbiter Emolrawen the StormbiterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +1 Dex / +3 Cun Changes damage: +3% lightning / +7% all Spellpower: +17 (+4 eff.) Mindpower: +17 (+6 eff.) Infravision radius: +1 Rings can have magical properties. |
Hettetochak the voratun ring Hettetochak the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +18% mind / +6% arcane Changes damage: +18% mind Mental save: +3 (+1 eff.) Confusion immunity: +5% Pinning immunity: +5% Only die when reaching: -20.00 life Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
Ivita the steel ring Ivita the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Critical mult.: +10.00% Mental save: +6 (+2 eff.) Confusion immunity: +31% Rings can have magical properties. |
Ring of Lost Love Ring of Lost LovePowered 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" |
conjurer's stralite ring of darkness (+20%) conjurer's stralite ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +20% darkness Changes damage: +10% darkness Spellpower: +5 (+1 eff.) Rings can have magical properties. |
gladiator's stralite ring of pilfering gladiator's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Physical power: +9 (+1 eff.) Defense: +8 (+3 eff.) Changes stats: +8 Str / +7 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savage's gold ring savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+4 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
stralite ring of misery stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +4 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's gold ring of tenacity warrior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +22% Pinning immunity: +32% Knockback immunity: +22% Maximum life: +24.00 Rings can have magical properties. |
Life Drinker (158% power, 11 apr) Life Drinker (158% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 158% Range: 1.3x Uses stats: 35% Wil, 105% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 15.27 acid and 15.27 blight damage. If not cleared after five turns it will inflict 86.71 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Bleakbane the voratun greatmaul (187% power, 4 apr) Bleakbane the voratun greatmaul (187% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 187% Range: 1.5x Uses stats: 120% Wil, 50% Mag Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon crit: * cripple the target Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +27 fire When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +3 Physical crit. chance: +21.0% Changes stats: +10 Dex Changes resistances: +3% physical Changes resistances penetration: +15% darkness / +21% fire Global speed: +8% Massive two-handed mauls. |
voratun greatsword 'Eariromidur' (179% power, 4 apr) voratun greatsword 'Eariromidur' (179% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 120% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 44% chance to gain 10% of a turn * 49% chance to cause random gloom Damage (Melee): +31 mind When wielded/worn: Accuracy: +42 (+10 eff.) Changes stats: +19 Str / +1 Dex / +2 Mag / +9 Wil / +10 Cun Changes damage: +33% physical Stamina when hit: +8.00 Infravision radius: +3 See invisible: +21 Massive two-handed swords. |
Deepsravager the voratun mace (162% power, 6 apr) Deepsravager the voratun mace (162% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target When wielded/worn: Physical crit. chance: +30.0% Physical power: +15 (+2 eff.) Damage when hit (Melee): 4 blight Changes resistances penetration: +17% acid / +15% darkness / +15% fire / +17% cold / +5% arcane / +17% lightning Spell save: +6 (+2 eff.) Maximum vim: +20.00 Damage Shield penetration: +20% Blunt and deadly. |
Ureslak's Femur (169% power, 5 apr) Ureslak's Femur (169% power, 5 apr)Requires: - Strength 45 - Dexterity 30 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 169% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
Starcaller (136% power, 4 apr, physical element) Starcaller (136% 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: 136% Range: 1.2x Uses stat: 170% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +5% darkness / +25% physical Damage affinity(heal): +20% darkness Talent granted: +1 Command Staff Stealth bonus: +20 Mana each turn: +0.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +15% 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. |
dragonbone magestaff 'Bregadig' (143% power, 6 apr, fire element) dragonbone magestaff 'Bregadig' (143% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 143% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +12 mind When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Changes resistances: +9% temporal Maximum wards: +3 fire Changes damage: +9% mind / +30% fire Talents granted: +5 Ward +1 Command Staff Mana each turn: +0.35 Maximum mana: +100.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 109.93 to 131.91 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone magestaff of power (143% power, 6 apr, lightning element) void walker's dragonbone magestaff of power (143% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 143% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% darkness / +15% temporal Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +31 (+8 eff.) Spell crit. chance: +5% Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
balancing drakeskin leather belt of carrying balancing drakeskin leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Fatigue: -10% Changes stats: +6 Cun / +5 Dex Maximum encumbrance: +57 Mental crit. chance: +15% A belt that goes around your waist. |
grounding hardened leather belt of burglary grounding hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +5 Lck Changes resistances: +7% lightning / +7% temporal Trap disarming bonus: +5 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
Emelunne the cashmere cloak (2 def, 0 armour) Emelunne the cashmere cloak (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +4 Cun / +4 Wil Changes resistances: +15% darkness Changes resistances penetration: +25% acid / +11% darkness / +10% arcane Changes damage: +13% darkness / +6% mind Critical mult.: +18.00% Stealth bonus: +24 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flameclamor (3 def, 0 armour) Flameclamor (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Changes stats: +2 Str / +3 Con Changes resistances: +3% mind Changes resistances penetration: +25% fire Changes damage: +15% fire Physical save: +15 (+5 eff.) Mental save: +11 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +110.00 Maximum stamina: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeryma the Brightpyre (0 def, 14 armour) Aeryma the Brightpyre (0 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -6% Damage when hit (Melee): 12 blight Changes stats: +8 Mag Changes resistances: +6% acid / +6% light Changes resistances penetration: +5% blight Changes damage: +30% acid / +9% blight Maximum encumbrance: +50 Physical save: +13 (+5 eff.) Disease immunity: +50% Spellpower: +9 (+2 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Hands of Creation (0 def, 10 armour) Hands of Creation (0 def, 10 armour)Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +10 Changes stats: +7 Str / +7 Con Changes resistances penetration: +20% physical / +20% fire Maximum encumbrance: +20 Disarm immunity: +0% Steampower: +20 (+5 eff.) When used to modify unarmed attacks: Power: 151% Range: 1.4x Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 143% Damage (Melee): +20 fire On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
Mardendil (0 def, 9 armour) Mardendil (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +9 Damage (Melee): 11 physical Changes stats: +7 Dex / +4 Cun / +4 Con Changes resistances: +12% acid Changes damage: +7% physical Physical save: +16 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +20% Mana when firing critical spell: +3.00 Spell crit. chance: +4% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 physical Burst (radius 1) on hit: +10 physical Burst (radius 2) on crit: +7 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Shadequill the voratun gauntlets (0 def, 3 armour) Shadequill the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Damage (Melee): 19 arcane / 20 temporal Damage (Ranged): 14 temporal Changes stats: +6 Str / +10 Mag / +13 Wil Changes resistances: +8% arcane / +14% temporal Changes damage: +9% darkness / +9% temporal Critical mult.: +5.00% Mana when firing critical spell: +3.00 When used to modify unarmed attacks: Power: 153% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 20% chance to inflict damage reduction * 14% chance to gain 10% of a turn Damage Shield penetration (this weapon only): +40% Damage (Melee): +18 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 153% Range: 1.4x Uses stats: 60% Mag, 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
stone warden's drakeskin leather gloves of dispersion (0 def, 22 armour) stone warden's drakeskin leather gloves of dispersion (0 def, 22 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +22 Armour Hardiness: +15% Damage (Melee): 19 arcane Changes stats: +10 Mag / +10 Wil / +15 Con Changes resistances: +10% arcane / +10% physical When used to modify unarmed attacks: Power: 138% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +17 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brenostir (12 def, 5 armour) Brenostir (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +5 Str / +10 Cun / +6 Con Changes resistances: +9% cold / +20% light / +19% darkness Changes damage: +12% acid Physical save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +20% Pinning immunity: +15% Teleport immunity: +20% Only die when reaching: -40.00 life It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-3 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Carrionwalker the drakeskin leather cap (0 def, 5 armour) Carrionwalker the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes stats: +10 Str / +4 Wil / +5 Con Changes resistances: +3% nature / +11% physical Changes resistances penetration: +15% nature Changes damage: +6% nature / +9% fire Physical save: +47 (+14 eff.) Mental save: +9 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Nimbus of Enlightenment (7 def, 0 armour) Nimbus of Enlightenment (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-8 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
drakeskin leather hat 'Islitta' (0 def, 5 armour) drakeskin leather hat 'Islitta' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 mind Changes stats: +5 Dex / +20 Wil / +5 Cun Changes resistances: +27% blight / +9% fire / +15% lightning Grants telepathy: Dragon Mental save: +30 (+9 eff.) Equilibrium when hit: +0.20 A hat made of leather. Very stylish. |
hardened leather hat 'Duvudig' (6 def, 15 armour) hardened leather hat 'Duvudig' (6 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +15 Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +3 Str Changes resistances: +3% light / +10% cold / +3% darkness / +5% all Allows you to breathe in: water Reduces incoming crit damage: 5.00% Physical save: +8 (+3 eff.) Equilibrium when hit: +0.12 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 284.6 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
drakeskin leather armour of alacrity (5 def, 8 armour) drakeskin leather armour of alacrity (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Titan's Quiver (18/18, 179% power, 20 apr) The Titan's Quiver (18/18, 179% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 179% Range: 1.4x Uses stats: 70% Wil, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
580 alchemist agate 580 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
20 onyx 20 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. |
11 aquamarine 11 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. |
20 lapis lazuli 20 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
voratun pickaxe 'Smeargasher' (dig speed 14 turns) voratun pickaxe 'Smeargasher' (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 nature Changes stats: +8 Str / +2 Wil / +3 Cun Changes resistances: +13% darkness Changes resistances penetration: +10% fire Damage affinity(heal): +15% darkness Maximum psi: +40.00 Mindpower: +6 (+2 eff.) Infravision radius: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) 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) 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) 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
23 emerald 23 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. |
9 jade 9 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 206.42 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
dwarven lantern 'Bregorath' dwarven lantern 'Bregorath'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +3 Con Changes resistances: +21% blight / +5% arcane Mental save: +8 (+3 eff.) Life regen: +2.60 Light radius: +7 See stealth: +11 See invisible: +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's Focus Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+3 eff.) When used to imbue an object: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+3 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Mech) Yeti's Muscle Tissue (Mech)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
6 bloodstone 6 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. |
12 fire opal 12 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. |
25 garnet 25 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 18] amazing frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 70% efficiency and 135% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Thundercrack (16/16, 150% power, 8 apr) Thundercrack (16/16, 150% power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 150% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
pouch of voratun shots 'Zanodin' (29/49, 176% power, 24 apr) pouch of voratun shots 'Zanodin' (29/49, 176% power, 24 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +24 Physical crit. chance: +14.0% Capacity: 49 Turns elapse between self-loadings: 4 On weapon hit: * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +8 arcane Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +12 arcane Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder 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. |
dwarven steel grip dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
6 amethyst 6 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 diamond 7 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. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 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. |
18 quartz 18 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. |
5 amber 5 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By monk the Kruk Cornac Adventurer level 50
27th Dearth 124th year of Ascendancy at 07:32 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By monk the Kruk Cornac Adventurer level 14
28th Retaking 124th year of Ascendancy at 01:15 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By monk the Kruk Cornac Adventurer level 50
45th Loss 124th year of Ascendancy at 17:53 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By monk the Kruk Cornac Adventurer level 31
14th Revenge 124th year of Ascendancy at 13:07 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By monk the Kruk Cornac Adventurer level 50
15th Dearth 124th year of Ascendancy at 16:13 see stats
I meant to do that... (Exploration mode)
Avoid death 50 times with a life-saving talent.By monk the Kruk Cornac Adventurer level 50
42nd Loss 124th year of Ascendancy at 12:13 see stats
Imp'ing Away (Exploration mode)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By monk the Kruk Cornac Adventurer level 50
46th Loss 124th year of Ascendancy at 14:48 see stats
Level 10 (Exploration mode)
Got a character to level 10.By monk the Kruk Cornac Adventurer level 10
21st Retaking 124th year of Ascendancy at 07:12 see stats
Level 20 (Exploration mode)
Got a character to level 20.By monk the Kruk Cornac Adventurer level 20
39th Retaking 124th year of Ascendancy at 15:36 see stats
Level 30 (Exploration mode)
Got a character to level 30.By monk the Kruk Cornac Adventurer level 30
8th Revenge 124th year of Ascendancy at 06:44 see stats
Level 40 (Exploration mode)
Got a character to level 40.By monk the Kruk Cornac Adventurer level 40
5th Pain 124th year of Ascendancy at 00:32 see stats
Level 50 (Exploration mode)
Got a character to level 50.By monk the Kruk Cornac Adventurer level 50
11st Dearth 124th year of Ascendancy at 14:26 see stats
Once Upon A Time, In the West... (Exploration mode)
Hear the Eidolon's retelling of the Scourge from the West's journey.By monk the Kruk Cornac Adventurer level 50
43rd Dearth 124th year of Ascendancy at 02:36 see stats
One Ill Turn Deserves Another (Exploration mode)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By monk the Kruk Cornac Adventurer level 50
37th Loss 124th year of Ascendancy at 08:58 see stats
Reclaiming Garkul's Heritage (Exploration mode)
Freed the remnants of the Prides from the Internment Camp.By monk the Kruk Cornac Adventurer level 37
21st Revenge 124th year of Ascendancy at 23:26 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By monk the Kruk Cornac Adventurer level 50
26th Dearth 124th year of Ascendancy at 00:09 see stats
The Dead God Rests (Exploration mode)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By monk the Kruk Cornac Adventurer level 50
46th Loss 124th year of Ascendancy at 00:04 see stats
The High Lady's Destiny (Finale) (Exploration mode)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By monk the Kruk Cornac Adventurer level 43
27th Pain 124th year of Ascendancy at 22:02 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By monk the Kruk Cornac Adventurer level 50
14th Dearth 124th year of Ascendancy at 22:52 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By monk the Kruk Cornac Adventurer level 19
39th Retaking 124th year of Ascendancy at 04:39 see stats
Log
There is an item here: Ragador the Breezebone
There is an item here: The Twisted Blade (167% power, 24 apr)
Monk picks up ( .): Ragador the Breezebone.
You transfer Ragador the Breezebone to the offline item's vault.
Saving game...
Saving done.
There is an item here: The Twisted Blade (167% power, 24 apr)
Saving game...
You transfer Ureslak's Femur (169% power, 5 apr) from the offline item's vault.
Saving done.
You transfer Emiriwyn to the offline item's vault.
Saving game...
Saving done.
Monk deactivates Striking Stance.
Monk deactivates Arcane Power.
Monk deactivates Arcane Feed.
Monk deactivates Weapon of Wrath.
Monk deactivates Chant of Fortress.
Monk deactivates Beyond the Flesh.
Monk deactivates Weapon Folding.
Monk deactivates Second Life.
Monk deactivates Essence of Speed.
Monk deactivates Arcane Combat.
Monk deactivates Weapon of Light.
Monk deactivates Crystalline Focus.
