Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/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:
Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Orcs |
Mode | Normal Exploration |
Sex | Female |
Race | Whitehoof |
Class | Gunslinger |
Level / Exp | 50 / 39569% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 775 (base 60) |
Dexterity | 216 (base 60) |
Constitution | 702 (base 60) |
Magic | 142 (base 60) |
Willpower | 133 (base 60) |
Cunning | 661 (base 60) |
Resources
Life | 23239/23239 |
Stamina | 1310/1310 |
Psi_feedback | 0/735 |
Healing Factor | 2.5 |
Regeneration | 877.375 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +358% |
Spell | +200% |
Global | +345% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 13 |
See Stealth | 30 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 592 |
Accuracy | 144 |
Crit Chance | 266% |
APR | 1218 |
Speed | 0.33 |
Offense: Offhand
Damage | 592 |
Accuracy | 144 |
Crit Chance | 266% |
APR | 1218 |
Speed | 0.30 |
Offense: Spell
Spellpower | 102 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 179 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +8% |
Defense: Base
Armour (hardiness) | 328 (100%) |
Defense | 133 |
Ranged Defense | 133 |
Fatigue | 0 |
Physical Save | 273 |
Spell Save | 183 |
Mental Save | 201 |
Defense: Resistances
All | +123%(100%) |
Defense: Immunities
Stun Resistance | 65% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 52.0 steam per turn. Can be activated for an instant burst of 260 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 46.4 steam per turn. Can be activated for an instant burst of 232 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 2356 damage for 8 turns. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gunslinging | 1.63 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automation | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 42.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.63 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 50.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Agile Gunner |
talent | Evasive Shots |
talent | Daunting Presence |
talent | Automated Cloak Tessellation |
talent | Embedded Restoration Systems |
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. | 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 must explore the Yeti Cave and destroy the patriarch! | active |
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 |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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
On feet | Steam Powered Boots (19 def, 36 armour) Steam Powered Boots (19 def, 36 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: +36 Defense: +19 (+3 eff.) Fatigue: +8% Changes stats: +19 Str / +24 Dex Changes damage: +10% fire Physical save: +36 (+2 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | Fulolandil the Purebrand (51/51, 79-94.8 power, 17 apr) Fulolandil the Purebrand (51/51, 79-94.8 power, 17 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 Base power: 79.0 - 94.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +7.0% Capacity: 51 Turns elapse between self-loadings: -1 On weapon hit: * Slows global speed by 43% * 25% chance to put talents on cooldown On weapon crit: * wounds the target Damage (Ranged): +28 darkness / +8 blight / +20 bleed / +8 arcane / +4 nature Burst (radius 1) on hit: +32 nature Damage against: +19% Living When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes damage: +20% light Physical save: +8 (+0 eff.) Maximum life: +52.00 Light radius: +8 See stealth: +10 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steam Powered Helm (8 def, 29 armour) Steam Powered Helm (8 def, 29 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: Accuracy: +25 (+3 eff.) Armour: +29 Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +12 Str / +12 Con Changes resistances: +10% all Blindness immunity: +50% Light radius: +7 A Helmet. But with steam power! |
On hands | Steam Powered Gauntlets (0 def, 29 armour) Steam Powered Gauntlets (0 def, 29 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +29 Changes stats: +15 Str / +15 Dex Changes damage: +8% all Talent granted: +1 Sand Shredder Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Tool | Poluriwe the voratun pickaxe (dig speed 6 turns) Poluriwe the voratun pickaxe (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Physical power: +18 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +29 Str / +26 Dex / +8 Wil / +8 Con Changes resistances penetration: +5% arcane / +23% physical Physical save: +24 (+1 eff.) Poison immunity: +5% Disease immunity: +5% Cut immunity: +10% Light radius: +1 Infravision radius: +3 Movement speed: +20% Damage Shield penetration: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Emyletta' voratun ring 'Emyletta'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +39 (+5 eff.) Physical crit. chance: +3.0% Physical power: +15 (+1 eff.) Defense: +64 (+9 eff.) Damage when hit (Melee): 8 physical Changes stats: +22 Str / +19 Dex / +43 Con Changes resistances: +34% light Changes damage: +17% light Physical save: +34 (+2 eff.) Light radius: +3 Infravision radius: +3 Movement speed: +43% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
On fingers | Silenn the Phlegmprophet Silenn the PhlegmprophetPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +30 Defense: +69 (+10 eff.) Fatigue: -9% Damage when hit (Melee): 4 nature Changes stats: +19 Mag / +15 Cun / +12 Con Changes resistances: +15% nature Changes resistances penetration: +20% nature / +10% fire Changes damage: +9% nature Maximum encumbrance: +40 Spell save: +48 (+5 eff.) Blindness immunity: +35% Maximum stamina: +40.00 Spellpower: +11 (+2 eff.) Infravision radius: +6 See stealth: +20 See invisible: +20 It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Neritira NeritiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Defense: +45 (+7 eff.) Fatigue: -10% Changes stats: +24 Dex / +24 Cun / +17 Con / +48 Lck Changes resistances: +30% light / +27% fire / +42% darkness / +31% cold Talent masteries: +0.33 Cunning / Survival +0.33 Steamtech / Gunslinging Physical save: +59 (+4 eff.) Spell save: +81 (+8 eff.) Mental save: +59 (+6 eff.) Blindness immunity: +60% Cut immunity: +20% Disarm immunity: +20% Life regen: +1.20 Stamina each turn: +0.80 Infravision radius: +1 Movement speed: +10% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
In main hand | Skyidol the voratun steamgun Skyidol the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 41% chance to corrode armour On weapon crit: * project a beam of lightning Travel speed: +600% Burst (radius 1) on hit: +6 lightning Damage conversion: 50% temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +11.0% Physical power: +13 (+0 eff.) Changes stats: +12 Str / +15 Mag Changes resistances: +3% nature / +3% acid Changes resistances penetration: +5% lightning / +22% physical / +10% acid Changes damage: +3% lightning / +19% physical / +13% arcane / +6% nature Spellpower: +14 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | drakeskin leather belt 'Ce'Newe' drakeskin leather belt 'Ce'Newe'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+1 eff.) Fatigue: -18% Changes stats: +3 Str / +10 Dex / +12 Mag / +15 Wil / +8 Cun Changes damage: +25% acid / +25% fire / +25% nature / +25% blight Grants telepathy: Humanoid/Orc Critical mult.: +13.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +97 Spell save: +29 (+3 eff.) Mental save: +31 (+3 eff.) Mana each turn: +0.53 Maximum life: +104.00 Maximum mana: +60.00 Size category: +1 A belt that goes around your waist. |
In off hand | Cureblack the voratun steamgun Cureblack the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 On weapon hit: * Slows global speed by 20% * burn your foe dealing 420 damage and igniting the ground for 4 turns Travel speed: +800% Damage (Ranged): +15 lightning / +15 cold / +25 draining blight Attacks use: 2.0 Steam When wielded/worn: Accuracy: +17 (+2 eff.) Physical crit. chance: +2.0% Fatigue: -2% Changes resistances penetration: +24% physical Changes damage: +15% blight / +21% cold / +19% lightning Grants telepathy: Humanoid/Orc Talent cooldown: Strafe (-2 turns) Critical mult.: +10.00% Stamina each turn: +0.80 Damage Shield penetration: +48% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Emelubeth the elven-silk cloak (43 def, 31 armour) Emelubeth the elven-silk cloak (43 def, 31 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +31 Defense: +43 (+6 eff.) Changes stats: +24 Str / +15 Dex / +29 Wil / +29 Cun / +22 Con Changes resistances: +36% lightning / +3% physical / +6% temporal / +25% cold / +3% nature / +6% mind Talent mastery: +0.40 Technique / Combat training Physical save: +36 (+2 eff.) Spell save: -70 (-7 eff.) Poison immunity: +30% Stun/Freeze immunity: +65% Stamina each turn: +1.50 Mana each turn: -0.59 Mental crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Dairolen (12 def, 55 armour) Dairolen (12 def, 55 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +55 Defense: +12 (+2 eff.) Fatigue: +4% Damage (Melee): 8 fire Damage (Ranged): 9 fire Damage when hit (Melee): 12 acid / 13 fire / 11 cold / 11 lightning Changes stats: +24 Str / +24 Dex / +24 Mag / +24 Wil / +24 Cun / +24 Con Changes resistances: +22% acid / +36% physical / +10% lightning / +38% cold / +13% nature / +66% fire Changes damage: +15% mind Allows you to breathe in: water Physical save: +59 (+4 eff.) A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. medical injector implant of the sneak (efficiency 808% / cooldown 75%)medical injector implant of the sneak (efficiency 808% / cooldown 75%) 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 808% efficiency and cooldown mod of 75%. 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.. |
This item will automatically be transmogrified when you leave the level. movement infusion (587% speed; 8 turns)movement infusion (587% speed; 8 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 587% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (542 fire damage)heat beam rune (542 fire damage) 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: 7 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 542.25 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
This item will automatically be transmogrified when you leave the level. schematic: Crystal Platingschematic: Crystal Plating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. LayythaLayytha Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +9 Physical crit. chance: +6.0% Defense: +11 (+2 eff.) Fatigue: -16% Changes stats: +4 Str / +9 Cun / +1 Con / +17 Lck Changes resistances: +15% physical Critical mult.: +16.00% Maximum encumbrance: +20 Physical save: +6 (+0 eff.) Cut immunity: +70% Life regen: +2.60 Stamina each turn: +1.00 Healing mod.: +26% Reduce all damage from unseen attackers: 20% It can be used to activate talent Heal, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 812 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. quick stralite battleaxe (45.5-68.25 power, 3 apr)quick stralite battleaxe (45.5-68.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% When wielded/worn: Accuracy: +19 (+2 eff.) Changes stats: +7 Dex Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger (18-23.4 power, 7 apr)chilling dwarven-steel dagger (18-23.4 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +14 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of erosion (20.5-26.65 power, 7 apr)dwarven-steel dagger of erosion (20.5-26.65 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 nature / +8 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of projection (29.5-38.35 power, 9 apr)stralite dagger of projection (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged stralite dagger of phasing (26.5-34.45 power, 20 apr)thought-forged stralite dagger of phasing (26.5-34.45 power, 20 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to cause random gloom Damage Shield penetration (this weapon only): +30% Damage (Melee): +17 mind When wielded/worn: Changes stats: +5 Cun / +4 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Branidar the voratun greatsword (62.5-100 power, 4 apr)Branidar the voratun greatsword (62.5-100 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 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. Base power: 62.5 - 100.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 43% chance to gain 10% of a turn * 28% chance to inflict damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +42 cold Burst (radius 1) on hit: +4 mind / +28 fire Burst (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +20 Physical crit. chance: +21.0% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +9% mind Changes damage: +9% temporal Critical mult.: +24.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel greatsword of vileness (36-57.6 power, 2 apr)acidic dwarven-steel greatsword of vileness (36-57.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 27% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +23 blight Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling steel greatsword of phasing (25-40 power, 15 apr)chilling steel greatsword of phasing (25-40 power, 15 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +15 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +37% Damage (Melee): +21 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. flaming iron greatsword (15.5-24.8 power, 1 apr)flaming iron greatsword (15.5-24.8 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +10 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious stralite greatsword of projection (51.5-82.4 power, 3 apr)insidious stralite greatsword of projection (51.5-82.4 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +70 insidious poison / +24 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron greatsword 'Flashkiss' (23.5-37.6 power, 1 apr)iron greatsword 'Flashkiss' (23.5-37.6 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +12 lightning / +12 temporal / +12 nature Burst (radius 1) on hit: +4 light When wielded/worn: Physical crit. chance: +40.0% Physical power: +20 (+1 eff.) Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +15% lightning / +5% arcane Changes damage: +3% lightning Light radius: +2 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun greatsword of projection (61.5-98.4 power, 4 apr)plaguebringer's voratun greatsword of projection (61.5-98.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +28 blight / +28 mind When wielded/worn: Disease immunity: +45% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged steel greatsword of massacre (35-56 power, 2 apr)thought-forged steel greatsword of massacre (35-56 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom Damage (Melee): +17 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged stralite greatsword of projection (47.5-76 power, 3 apr)thought-forged stralite greatsword of projection (47.5-76 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 37% chance to cause random gloom Damage (Melee): +50 mind When wielded/worn: Changes stats: +7 Cun / +9 Wil It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of torment (61-97.6 power, 4 apr)voratun greatsword of torment (61-97.6 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +20% mind / +21% darkness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic voratun longsword (40.5-56.7 power, 6 apr)acidic voratun longsword (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel longsword of paradox (14.5-20.3 power, 3 apr)flaming steel longsword of paradox (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 temporal Burst (radius 1) on hit: +10 fire When wielded/worn: Damage when hit (Melee): 11 temporal Changes resistances: +9% temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel longsword (16.5-23.1 power, 3 apr)hateful steel longsword (16.5-23.1 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 darkness Damage against: +9% Living Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. hateful stralite longsword of massacre (44.5-62.3 power, 5 apr)hateful stralite longsword of massacre (44.5-62.3 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 44.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +17% Living Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel mace (13-18.2 power, 3 apr)balanced steel mace (13-18.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+1 eff.) Disarm immunity: +30% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Poluldann (16-17.6 power, 40 apr, nature damage)Poluldann (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Burst (radius 2) on crit: +4 acid When wielded/worn: Changes stats: +2 Str / +3 Dex / +7 Wil Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Reduces incoming crit damage: 5.00% Physical save: +19 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +18 (+2 eff.) Equilibrium when hit: +2.10 Hate per kill: +2.00 Psi per kill: +4.00 Maximum psi: +33.00 Mindpower: +21 (+2 eff.) Mental crit. chance: +5% Infravision radius: +2 See invisible: +9 Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +44 It can be used to inflict 817.70 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 10 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of the jelly (15-16.5 power, 40 apr, nature damage)horrifying living mindstar of the jelly (15-16.5 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 mind / 8 darkness Changes damage: +9% acid / +9% mind / +7% darkness Equilibrium when hit: +2.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of clarity (15.5-17.05 power, 40 apr, mind damage)living mindstar of clarity (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mental save: +10 (+1 eff.) Maximum psi: +35.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of nightfall (16.5-18.15 power, 40 apr, mind damage)living mindstar of nightfall (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% darkness Changes resistances penetration: +19% darkness Changes damage: +13% darkness Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +18% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of resolve (15-16.5 power, 40 apr, mind damage)living mindstar of resolve (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Physical save: +8 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of the jelly (16-17.6 power, 40 apr, nature damage)living mindstar of the jelly (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Equilibrium when hit: +2.10 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's living mindstar (16-17.6 power, 40 apr, mind damage)nature's living mindstar (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% blight Changes damage: +9% nature Disease immunity: +23% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Betewyn the hardened leather slingBetewyn the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to cause random gloom Travel speed: +200% Damage (Ranged): +28 cold Burst (radius 1) on hit: +6 mind When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +12.0% Physical power: +4 (+0 eff.) Changes stats: +2 Dex Changes resistances: +3% mind Changes resistances penetration: +17% physical Changes damage: +32% cold Critical mult.: +10.00% Maximum stamina: +10.00 Healing mod.: +5% Damage Shield penetration: +40% Slings are used to hurl stones or metal shots at your foes. |
Cloudflash CloudflashRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Lightning Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 Travel speed: +200% Damage (Ranged): +17 fire / +15 cold Burst (radius 2) on crit: +6 mind When wielded/worn: Armour: +11 Ammo reloads per turn: +5 Changes stats: +6 Mag Changes resistances: +6% lightning Changes resistances penetration: +12% cold / +30% physical / +9% temporal Changes damage: +9% temporal / +46% physical / +6% mind / +18% fire Talent mastery: +0.20 Chronomancy / Bow Threading Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Critical mult.: +5.00% Maximum hate: +4.00 Mental crit. chance: +4% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Emorelaith the yew vilestaff (20-24 power, 4 apr, acid element)Emorelaith the yew vilestaff (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 1) on hit: +16 arcane When wielded/worn: Damage (Melee): 22 fire Damage when hit (Melee): 4 mind Changes resistances: +5% arcane Changes resistances penetration: +10% mind / +10% acid Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +29.00% Physical save: +22 (+1 eff.) Spell save: +20 (+2 eff.) Mental save: +20 (+2 eff.) Mana each turn: +0.18 Maximum mana: +63.00 Spellpower: +17 (+3 eff.) Spell crit. chance: +26% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Voroth (30-36 power, 6 apr, darkness element)Voroth (30-36 power, 6 apr, darkness 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. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Armour: +10 Armour Hardiness: +10% Effects on melee hit: * 15% chance to corrode armour Changes stats: +10 Mag / +17 Wil / +2 Con Changes resistances: +12% acid Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +17 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +195.00 Spellpower: +38 (+6 eff.) Spell crit. chance: +26% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff of might (20-24 power, 4 apr, fire element)cruel yew vilestaff of might (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff 'Scumstake' (30-36 power, 6 apr, blight element)dragonbone vilestaff 'Scumstake' (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +4 temporal Burst (radius 2) on crit: +4 arcane / +8 temporal When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn Damage (Melee): 70 fire Changes stats: +10 Mag / +7 Cun / +8 Con Changes resistances: +12% darkness / +14% temporal Changes resistances penetration: +10% temporal Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +99.00% Physical save: +15 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +15 (+2 eff.) Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +13% See invisible: +40 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): +24 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff of wizardry (25-30 power, 5 apr, cold element)elven-wood magestaff of wizardry (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes damage: +25% cold Talent granted: +1 Command Staff Maximum mana: +74.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood vilestaff of invocation (25-30 power, 5 apr, acid element)elven-wood vilestaff of invocation (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +21 (+3 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 227.30 to 272.76 acid damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone magestaff of projection (30-36 power, 6 apr, fire element)shimmering dragonbone magestaff of projection (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.17 Maximum mana: +91.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 241.13 to 289.36 fire damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone magestaff of warding (30-36 power, 6 apr, cold element)surging dragonbone magestaff of warding (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Maximum wards: +2 cold Changes damage: +30% cold Talents granted: +4 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. IslibaIsliba Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 Travel speed: +800% Damage (Ranged): +31 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +44 (+5 eff.) Physical crit. chance: +30.0% Physical power: +15 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +8 Str Changes resistances: +6% darkness Changes resistances penetration: +10% blight / +15% fire Changes damage: +6% physical Talent cooldown: Strafe (-2 turns) Maximum encumbrance: +10 Spell save: +3 (+0 eff.) Knockback immunity: +15% Teleport immunity: +10% Life regen: +0.40 Global speed: +6% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Isudhethra the ShadegashIsudhethra the Shadegash Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 40% chance to daze Travel speed: +600% Damage (Ranged): +13 lightning / +13 draining blight Attacks use: 2.0 Steam When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +5 Cun / +4 Mag Changes resistances: +5% arcane Changes resistances penetration: +41% physical Changes damage: +13% lightning / +9% arcane / +3% darkness / +12% blight Blindness immunity: +5% Teleport immunity: +5% Spellpower: +9 (+1 eff.) Damage Shield penetration: +60% Defense after a teleport: +15 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. voratun steamgun of true shotvoratun steamgun of true shot Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +12.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Belagotir the Sootwarden (44-66 power, 19 apr)Belagotir the Sootwarden (44-66 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 44.0 - 66.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +70 On weapon hit: * 20% chance to inflict damage reduction * 28% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +17 darkness / +21 mind Burst (radius 2) on crit: +8 arcane Damage against: +17% Living Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +13.0% Armour: +16 Defense: +8 (+1 eff.) Fatigue: +10% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 mind / 4 darkness Changes stats: +4 Wil / +5 Cun / +6 Con Maximum wards: +4 lightning / +4 temporal / +5 blight / +4 fire / +5 cold Changes resistances penetration: +15% arcane Changes damage: +3% darkness Talents granted: +1 Ward +2 Block Physical save: +13 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Gevea (12.5-18.75 power, 8 apr)Gevea (12.5-18.75 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 12.5 - 18.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Armour: +25 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 7 lightning Damage when hit (Melee): 18 lightning Changes stats: +2 Str / +3 Mag / +1 Cun / +15 Con Changes resistances: +3% mind / +5% arcane Changes resistances penetration: +5% mind Talent granted: +1 Block Physical save: +27 (+2 eff.) Maximum life: +128.00 Infravision radius: +2 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Umbraquell the iron waraxe (10-14 power, 2 apr)Umbraquell the iron waraxe (10-14 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +8 lightning / +8 acid Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour penetration: +21 Physical crit. chance: +7.0% Changes stats: +2 Cun Changes resistances: +9% temporal Changes resistances penetration: +14% physical / +7% mind / +17% darkness Changes damage: +12% mind / +14% physical Critical mult.: +12.00% Mindpower: +12 (+1 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of vileness (40.5-56.7 power, 6 apr)elemental voratun waraxe of vileness (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 26% chance to disease * Random elemental explosion Damage (Melee): +22 blight When wielded/worn: Changes resistances penetration: +16% acid / +15% fire / +17% lightning / +15% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. grounding drakeskin leather belt of resiliencegrounding drakeskin leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +14% lightning / +11% temporal Maximum life: +67.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. resilient elven-silk cloak of battle (3 def, 0 armour)resilient elven-silk cloak of battle (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Defense: +3 (+1 eff.) Fatigue: -4% Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe (5 def, 0 armour)dreamer's elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +27% mind / +20% darkness Physical save: +15 (+1 eff.) Spell save: +19 (+2 eff.) Mental save: +36 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of lightning (+30%) (5 def, 0 armour)focusing elven-silk robe of lightning (+30%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Mag / +7 Wil Changes resistances: +30% lightning Changes damage: +20% lightning Mana each turn: +0.36 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of protection (3 def, 3 armour)linen robe of protection (3 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Physical save: +17 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe (5 def, 0 armour)mindwoven elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Mental save: +30 (+3 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of alchemy (3 def, 0 armour)mindwoven silk robe of alchemy (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +16% acid / +16% physical / +14% fire / +15% cold Changes damage: +13% acid / +11% physical / +13% fire / +13% cold Talent cooldown: Refit Golem (-5 turns) Mental save: +25 (+2 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering woollen robe of protection (4 def, 2 armour)shimmering woollen robe of protection (4 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Changes damage: +14% arcane Physical save: +19 (+1 eff.) Maximum mana: +41.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe of frost (+27%) (3 def, 0 armour)silk robe of frost (+27%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +27% cold Changes damage: +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of corrosion (+18%) (0 def, 0 armour)slimy woollen robe of corrosion (+18%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 6% * 6 arcane resource burn Changes resistances: +18% acid Changes damage: +12% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of drakeskin leather boots (0 def, 5 armour)dreamer's pair of drakeskin leather boots (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+2 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of drakeskin leather boots of tirelessness (0 def, 5 armour)grounding pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% lightning / +14% temporal Stamina each turn: +1.20 Maximum stamina: +34.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. insulating pair of voratun boots of uncanny dodging (8 def, 5 armour)insulating pair of voratun boots of uncanny dodging (8 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +4% Changes resistances: +12% fire / +12% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of drakeskin leather boots of tirelessness (0 def, 15 armour)miner's pair of drakeskin leather boots of tirelessness (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Stamina each turn: +1.00 Maximum stamina: +28.00 Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Chyran the Hellsspawner (0 def, 9 armour)Chyran the Hellsspawner (0 def, 9 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +9 Damage (Melee): 7 acid / 10 lightning / 10 fire / 14 mind / 10 cold Damage when hit (Melee): 4 mind Changes stats: +5 Str / +10 Mag / +8 Wil / +6 Con Changes resistances: +13% mind Changes resistances penetration: +20% fire Changes damage: +11% mind Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 10.00% Physical save: +9 (+0 eff.) Mental save: +22 (+2 eff.) Disarm immunity: +97% Life regen: +4.00 Stamina each turn: +2.00 Maximum life: +80.00 Maximum stamina: +36.00 See invisible: +6 When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +14 ice / +26 fire / +29 acid / +29 lightning Burst (radius 2) on crit: +15 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. radiant rough leather gloves (0 def, 1 armour)radiant rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 8 light Changes resistances: +6% light Changes damage: +5% light When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 7% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+1 eff.) Mental save: -25 (-2 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 (+2 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. |
This item will automatically be transmogrified when you leave the level. stabilizing elven-silk wizard hat (3 def, 0 armour)stabilizing elven-silk wizard hat (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Wil Physical save: +12 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Samidukor the iron mail armour (2 def, 15 armour)Samidukor the iron mail armour (2 def, 15 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +15 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes stats: +5 Str / +1 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +7% acid / +13% physical / +12% darkness / +7% lightning / +7% fire / +6% arcane / +7% cold Changes damage: +9% acid Reduces incoming crit damage: 15.00% Physical save: +6 (+0 eff.) Spell save: +13 (+1 eff.) Life regen: +3.20 Stamina each turn: +0.90 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 86 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of resilience (4 def, 21 armour)impenetrable stralite mail armour of resilience (4 def, 21 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +4 (+1 eff.) Fatigue: +16% Maximum life: +48.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron mail armour of lightning resistance (2 def, 4 armour)iron mail armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +18% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating stralite mail armour of resilience (4 def, 8 armour)rejuvenating stralite mail armour of resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Life regen: +6.80 Stamina each turn: +1.90 Maximum life: +49.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel mail armour of lightning resistance (3 def, 8 armour)spiked dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes resistances: +24% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of acid resistance (5 def, 10 armour)spiked voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Changes resistances: +28% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of the deep (5 def, 14 armour)drakeskin leather armour of the deep (5 def, 14 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +14% acid / +14% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather armour of clarity (5 def, 8 armour)prismatic drakeskin leather armour of clarity (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +20% light / +16% darkness / +8% mind Mental save: +25 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of temporal resistance (4 def, 7 armour)reinforced leather armour of temporal resistance (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +25% temporal A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. 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 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+2 eff.) Spellpower: +12 (+2 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. |
This item will automatically be transmogrified when you leave the level. deflecting iron shield (9 def, 2 armour, 17.5 block)deflecting iron shield (9 def, 2 armour, 17.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +9 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Deflect projectiles away: +7% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of radiance (8 def, 2 armour, 76 block)dwarven-steel shield of radiance (8 def, 2 armour, 76 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 23% chance to blind Changes stats: +4 Mag / +5 Con Changes resistances: +16% light Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced voratun shield of temporal resistance (+14%) (12 def, 12 armour, 288 block)reinforced voratun shield of temporal resistance (+14%) (12 def, 12 armour, 288 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 31% chance to gain 10% of a turn Changes resistances: +14% temporal Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of mind resistance (+18%) (10 def, 2 armour, 135.5 block)stralite shield of mind resistance (+18%) (10 def, 2 armour, 135.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes resistances: +18% mind Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield 'Demonbright' (12 def, 3 armour, 185 block)voratun shield 'Demonbright' (12 def, 3 armour, 185 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 fire Damage when hit (Melee): 19 fire Changes stats: +2 Wil / +3 Mag Changes resistances: +17% physical / +30% fire / +12% darkness / +15% light Maximum wards: +6 lightning / +5 temporal / +5 blight / +5 fire / +3 cold Changes damage: +9% darkness Talents granted: +1 Ward +5 Block Maximum mana: +20.00 Spellpower: +10 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Isugaba the quiver of dragonbone arrows (21/21, 71-99.4 power, 23 apr)Isugaba the quiver of dragonbone arrows (21/21, 71-99.4 power, 23 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 71.0 - 99.4 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Physical crit. chance: +13.0% Capacity: 21 On weapon hit: * 20% chance to torment the target * Random elemental explosion On weapon crit: * splashes the target with acid Travel speed: +200% Damage (Ranged): +10 acid / +11 light / +12 arcane / +23 mind / +13 darkness Burst (radius 1) on hit: +8 mind / +8 arcane Burst (radius 2) on crit: +8 mind Damage against: +24% Undead Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Searwind (21/21, 59-82.6 power, 32 apr)Searwind (21/21, 59-82.6 power, 32 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 59.0 - 82.6 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Physical crit. chance: +25.0% Capacity: 21 On weapon hit: * 40% chance to gain 10% of a turn * 10% chance to knock the target back * 10% chance to stun, blind, pin, or confuse the target Travel speed: +600% Damage (Ranged): +18 lightning / +50 physical / +8 fire / +18 temporal Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 lightning / +8 temporal Arrows are used with bows to pierce your foes to death. |
486 alchemist agate 486 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. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
This item will automatically be transmogrified when you leave the level. scorching dwarven lantern of clarityscorching dwarven lantern of clarity Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 26 fire Changes resistances: +10% fire Mental save: +15 (+2 eff.) Light radius: +4 See stealth: +24 See invisible: +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
3 bloodstone 3 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. |
4 fire opal 4 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. |
Rod of Recall (4/4) Rod of Recall (4/4)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 97 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple healing salve [power 242] simple healing salve [power 242]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 242, putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
This item will automatically be transmogrified when you leave the level. acidic pouch of voratun shots of paradox (22/22, 53.5-64.2 power, 6 apr)acidic pouch of voratun shots of paradox (22/22, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * 13% chance to gain 10% of a turn On weapon crit: * splashes the target with acid Damage (Ranged): +19 acid / +14 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots of accuracy (21/21, 54.5-65.4 power, 6 apr)pouch of voratun shots of accuracy (21/21, 54.5-65.4 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
voratun grip voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. stralite torque of mindblast 'Bokydedin' [power 477] (5 cooldown)stralite torque of mindblast 'Bokydedin' [power 477] (5 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +3 Wil Maximum wards: +3 physical / +4 mind / +5 darkness Changes damage: +9% temporal Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +4 Telekinetic Blast +4 Silence +1 Ward Equilibrium when hit: +0.12 Mindpower: +6 (+0 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +50 It can be used to fire a blast of psionic energies in a range 10 beam dealing 257.58 to 515.16 mind damage, putting all charms on cooldown for 5 turns. When used: 200% chance to regenerate 15 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Armederochik [power 14] (3 cooldown)Armederochik [power 14] (3 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 33% chance to disease Damage when hit (Melee): 8 mind / 4 blight Changes resistances: +12% blight / +5% arcane Maximum wards: +9 lightning / +6 temporal / +9 blight / +7 fire / +9 cold Changes damage: +3% blight / +3% arcane Talent cooldown: Void Blast (+6 turn) Talents granted: +5 Void Blast +2 Ward +13 Volcano It can be used to reveal the area around you, dispelling darkness (radius 14, power 103 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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. |
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
By Emedhetira the Whitehoof Gunslinger level 5
11st Retaking 124th year of Ascendancy at 12:24 see stats
By Emedhetira the Whitehoof Gunslinger level 26
13rd Retaking 124th year of Ascendancy at 20:05 see stats
By Emedhetira the Whitehoof Gunslinger level 10
11st Retaking 124th year of Ascendancy at 18:46 see stats
By Emedhetira the Whitehoof Gunslinger level 50
18th Retaking 124th year of Ascendancy at 13:29 see stats
By Emedhetira the Whitehoof Gunslinger level 10
11st Retaking 124th year of Ascendancy at 18:46 see stats
By Emedhetira the Whitehoof Gunslinger level 20
13rd Retaking 124th year of Ascendancy at 08:56 see stats
By Emedhetira the Whitehoof Gunslinger level 30
18th Retaking 124th year of Ascendancy at 05:56 see stats
By Emedhetira the Whitehoof Gunslinger level 40
18th Retaking 124th year of Ascendancy at 07:17 see stats
By Emedhetira the Whitehoof Gunslinger level 50
18th Retaking 124th year of Ascendancy at 09:16 see stats
By Emedhetira the Whitehoof Gunslinger level 50
25th Retaking 124th year of Ascendancy at 06:23 see stats
By Emedhetira the Whitehoof Gunslinger level 50
25th Retaking 124th year of Ascendancy at 06:23 see stats
By Emedhetira the Whitehoof Gunslinger level 26
13rd Retaking 124th year of Ascendancy at 16:48 see stats
By Emedhetira the Whitehoof Gunslinger level 26
13rd Retaking 124th year of Ascendancy at 16:48 see stats
By Emedhetira the Whitehoof Gunslinger level 11
13rd Retaking 124th year of Ascendancy at 01:57 see stats
By Emedhetira the Whitehoof Gunslinger level 50
26th Retaking 124th year of Ascendancy at 08:36 see stats
By Emedhetira the Whitehoof Gunslinger level 26
13rd Retaking 124th year of Ascendancy at 16:48 see stats
By Emedhetira the Whitehoof Gunslinger level 4
11st Retaking 124th year of Ascendancy at 06:54 see stats
By Emedhetira the Whitehoof Gunslinger level 2
10th Retaking 124th year of Ascendancy at 23:28 see stats
Log
Lava floor hits Emedhetira for 0 fire, 6 healing (0 total damage) [6 healing].
Emedhetira hits Amakthel's Mouth for 25628 physical, 19 fire, , 23966 physical, 19 fire, (49633 total damage).
Emedhetira performs a melee critical strike against Amakthel's Mouth!
Emedhetira HEALS from fire damage!
Lava floor hits Emedhetira for 0 fire, 9 healing (0 total damage) [9 healing].
Emedhetira hits Amakthel's Mouth for 23496 physical, 19 fire, (23515 total damage).
Emedhetira performs a melee critical strike against Amakthel's Mouth!
Emedhetira performs a melee critical strike against Amakthel's Mouth!
Emedhetira HEALS from fire damage!
Lava floor hits Emedhetira for 0 fire, 6 healing (0 total damage) [6 healing].
Emedhetira hits Amakthel's Mouth for 20315 physical, 19 fire, , 19881 physical, 19 fire, (40234 total damage).
Emedhetira performs a melee critical strike against Amakthel's Mouth!
Emedhetira performs a melee critical strike against Amakthel's Mouth!
Emedhetira HEALS from fire damage!
Lava floor hits Emedhetira for 0 fire, 6 healing (0 total damage) [6 healing].
Emedhetira hits Amakthel's Mouth for 20098 physical, 19 fire, , 25339 physical, 19 fire, (45476 total damage).
Emedhetira performs a melee critical strike against Amakthel's Mouth!
Emedhetira HEALS from fire damage!
Lava floor hits Emedhetira for 0 fire, 6 healing (0 total damage) [6 healing].
Emedhetira hits Amakthel's Mouth for 23893 physical, 19 fire, (23913 total damage).
Emedhetira tessellates her cloak!
Emedhetira deactivates Embedded Restoration Systems.
Emedhetira deactivates her cloak's restoration systems.
Emedhetira deactivates Daunting Presence.
Emedhetira deactivates Evasive Shots.
Emedhetira deactivates Agile Gunner.