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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Psyshot |
| Level / Exp | 50 / 1587% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nyth the ritch hive mother at level 20 on the 34th Revenge 124th year of Ascendancy at 14:07 0 / 8Killed by Belyta the ritch hunter at level 21 on the 36th Revenge 124th year of Ascendancy at 01:53 Killed by Betharalle the steam giant yeti rider at level 50 on the 19th Remembrance 125th year of Ascendancy at 09:31 Killed by Sher'Tul High Priest at level 50 on the 36th Remembrance 125th year of Ascendancy at 01:34 Killed by Bethyra the sher'tan at level 50 on the 36th Remembrance 125th year of Ascendancy at 07:56 Killed by Bethyra the sher'tan at level 50 on the 36th Remembrance 125th year of Ascendancy at 14:48 Killed by ritch flamespitter at level 50 on the 36th Remembrance 125th year of Ascendancy at 16:21 Killed by Bethyra the sher'tan at level 50 on the 36th Remembrance 125th year of Ascendancy at 19:59 |
Primary Stats
| Strength | 99 (base 60) |
| Dexterity | 101 (base 29) |
| Constitution | 80 (base 10) |
| Magic | 59 (base 10) |
| Willpower | 121 (base 60) |
| Cunning | 127 (base 60) |
Resources
| Life | -352/1399 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 177/225 |
| Healing Factor | 1.6700000000001 |
| Regeneration | 17.117500000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Stealth | 30 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 70 |
| Crit Chance | 57% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 149 |
| Accuracy | 75 |
| Crit Chance | 75% |
| APR | 78 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 88 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +28% |
| Lightning | +29% |
| Light | +28% |
| Temporal | +14% |
| Darkness | +23% |
| Arcane | +35% |
| Fire | +18% |
| All | +8% |
Offense: Damage Penetration
| Nature | +12% |
| Arcane | +25% |
| Mind | +15% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 59 (45%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 18 |
| Physical Save | 48 |
| Spell Save | 46 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Blight | + 64%( 70%) |
| Arcane | + 59%( 70%) |
| Cold | + 69%( 70%) |
| All | + 55%( 70%) |
| Mind | + 67%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 69%( 70%) |
| Temporal | + 70%( 70%) |
| Physical | + 67%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 64%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 80% |
| Bleed Resistance | 70% |
| Confusion Resistance | 100% |
| Stun Resistance | 65% |
| Pinning Resistance | 55% |
| Poison Resistance | 70% |
| Blind Resistance | 86% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 874% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 58%. Its effects scale with your Strength 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 212% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.1 steam per turn. Can be activated for an instant burst of 96 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 0.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Mechanical Arms |
| talent | Gestalt |
| talent | Chant of Fortress |
| talent | Embedded Restoration Systems |
| beneficial effect | All stats increased by 49. Pain Enhancement System |
| beneficial effect | You have 50% chances to encase your foes in iceblocks. Algid Rage |
| beneficial effect | The target is recovering 29 life each turn. Recovery |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 (8 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | pouch of voratun shots 'Sparktickler' (20/22, 55.5-66.6 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 44% chance to daze at end of turn * 20 arcane resource burn * Slows global speed by 44% Damage (Ranged): +8 lightning / +17 temporal / +20 nature Burst (radius 2) on crit: +8 lightning When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's dwarven lantern Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes damage: +20% light Blindness immunity: +36% Confusion immunity: +23% Light radius: +14 See stealth: +30 See invisible: +19 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 1.8 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+4 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Itching Powder Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | voratun ring 'Cuthista'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +9% cold Spell save: +9 (+3 eff.) Mental save: +25 (+6 eff.) Disarm immunity: +30% Confusion immunity: +48% Equilibrium when hit: +0.16 Rings can have magical properties. |
| On fingers | voratun ring 'Iverilaith'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Changes stats: +7 Str / +10 Dex / +9 Cun Changes resistances: +9% cold / +5% arcane / +15% temporal Changes resistances penetration: +15% mind Stun/Freeze immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
| Around neck | ArcbrightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +27% mind / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +27% arcane Confusion immunity: +50% Amulets can have magical properties. |
| In main hand | voratun steamgun of nature Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 87 damage and reducing their armor Travel speed: +600% Damage (Ranged): +32 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +12% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Manurain the drakeskin leather belt 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: Fatigue: -8% Changes resistances: +9% acid / +6% light / +3% darkness Reduced damage from: +34% Summoned Maximum encumbrance: +49 Physical save: +18 (+6 eff.) Pinning immunity: +5% Stun/Freeze immunity: +5% Mindpower: +7 (+1 eff.) A belt that goes around your waist. |
| In off hand | living mindstar 'Murkwar' (28.5-31.35 power, 63 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 28.5 - 31.4 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +63 Crit. chance: +25.0% Attack speed: 100% Burst (radius 1) on hit: +12 physical When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Armour: +4 Changes stats: +6 Con Changes damage: +15% darkness Mental save: +9 (+2 eff.) Maximum psi: +39.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Galebait the elven-silk cloak (11 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 33% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes stats: +4 Wil Changes resistances: +39% lightning / +30% temporal / +25% light / +25% fire / +33% darkness Stealth bonus: +15 Mental save: +15 (+4 eff.) Stun/Freeze immunity: +50% Defense after a teleport: +28 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Galefear' (17 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Armour: +8 Defense: +17 (+6 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 30% chance to daze at end of turn Changes stats: +8 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +3% acid / +25% fire / +16% darkness / +12% physical Changes resistances penetration: +15% temporal Changes damage: +21% lightning / +6% temporal Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Stamina each turn: +1.10 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
medical injector implant of the duelist (efficiency 151% / cooldown 69%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 69%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 206% / cooldown 84%)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 206% efficiency and cooldown mod of 84%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 196% / cooldown 93%)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 196% efficiency and cooldown mod of 93%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14)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: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 10)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: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 305)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 305 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 279)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 279 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+23 for 11 turns, die at -787)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -787 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+24 for 10 turns, die at -971)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -971 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+23 for 7 turns, die at -683)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 7 turns. While Heroism is active, you will only die when reaching -683 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+21 for 12 turns, die at -959)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 12 turns. While Heroism is active, you will only die when reaching -959 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (759% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 759% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (859% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 859% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 7; power 71; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 36). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 71) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 6; power 65; turns 3; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 65) for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 26%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 24%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 28%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 25%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 36%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 34%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 15 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 15) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 17 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 17) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 21; power 59; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 59%, your defense is increased by 59 and all your resistances by 59%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 16; power 40; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 200)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 200 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 204)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 204 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 230)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 230 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Brightwoe the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +7% physical / +12% light / +12% nature / +5% arcane Reduces incoming crit damage: 10.00% Mental save: +15 (+4 eff.) Stamina each turn: +0.60 Amulets can have magical properties. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 259.70 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Hettesathel the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Wil Changes resistances: +9% temporal / +6% nature / +9% cold / +5% arcane / +9% fire Spell save: +18 (+6 eff.) Amulets can have magical properties. |
Hythad the DourwingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% light / +15% nature / +12% fire / +5% arcane / +3% darkness Spell save: +30 (+10 eff.) Cut immunity: +80% Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 330 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Mardichik the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes damage: +27% physical Physical save: +20 (+7 eff.) Mental save: +15 (+4 eff.) Cut immunity: +80% Hate when firing a critical mind attack: +5.00 Mindpower: +6 (+1 eff.) Healing mod.: +42% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 330 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
archmage's voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +7% acid / +6% fire / +7% lightning / +7% cold Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
clarifying voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +29% mind Confusion immunity: +45% Amulets can have magical properties. |
cleansing stralite amulet of cunning (+7)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Cun Changes resistances: +17% nature / +24% blight Poison immunity: +44% Disease immunity: +32% Amulets can have magical properties. |
cleansing voratun amulet of constitution (+6)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +14% nature / +21% blight Poison immunity: +24% Disease immunity: +38% Amulets can have magical properties. |
grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +32% Amulets can have magical properties. |
grounding voratun amulet of strength (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str Changes resistances: +26% lightning Stun/Freeze immunity: +50% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Betimira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 16 blight / 8 temporal Changes stats: +10 Con / +1 Wil Changes resistances: +3% blight Changes damage: +6% mind Grants telepathy: All Critical mult.: +20.00% Amulets can have magical properties. |
voratun amulet 'Brightpeal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 34% chance to blind Damage when hit (Melee): 20 temporal Changes stats: +2 Wil / +2 Cun / +6 Con Changes resistances: +6% temporal Changes resistances penetration: +25% light Changes damage: +12% light Grants telepathy: Humanoid/Orc Physical save: +20 (+7 eff.) Life regen: +3.00 Maximum life: +80.00 Light radius: +3 Amulets can have magical properties. |
voratun amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Dex Amulets can have magical properties. |
Aerikaltholdir the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +3 Con Changes resistances penetration: +15% arcane Critical mult.: +20.00% Reduces incoming crit damage: 16.00% Physical save: +18 (+6 eff.) Spell save: +17 (+5 eff.) Mental save: +18 (+5 eff.) Vim when firing critical spell: +2.00 Spellpower: +22 (+8 eff.) Rings can have magical properties. |
Besta the SparkladyInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Mag / +7 Wil Changes resistances: +24% acid Changes resistances penetration: +15% light Changes damage: +12% acid / +15% lightning Reduces incoming crit damage: 15.00% Rings can have magical properties. |
Betyredanne the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +3% acid / +6% temporal / +12% blight / +43% nature / +6% mind Changes damage: +17% nature / +6% all Spell save: +30 (+10 eff.) Poison immunity: +12% Disease immunity: +25% Spellpower: +12 (+4 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
CamodarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +16 Changes stats: +8 Str / +5 Con Changes resistances: +6% light Blindness immunity: +10% Pinning immunity: +15% Teleport immunity: +15% Life regen: +0.60 Rings can have magical properties. |
Lustrevenom the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +5% arcane / +9% acid Physical save: +36 (+12 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +26% Pinning immunity: +28% Knockback immunity: +36% Maximum life: +24.00 Light radius: +3 Rings can have magical properties. |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John, costing 80 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+3 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
ScaldpallInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 fire Changes stats: +5 Cun / +5 Wil Changes resistances: +12% fire Changes damage: +18% fire Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Turolathachik the FurnacedashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 16 blight / 16 fire Changes stats: +15 Cun / +4 Dex Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Infravision radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
gold ring 'Cracklepyre'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +33% lightning / +9% nature / +9% acid Changes resistances penetration: +25% lightning Changes damage: +15% lightning Spell save: +30 (+10 eff.) Rings can have magical properties. |
marksman's voratun ring of lightning (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +7 Dex Changes resistances: +30% lightning Changes damage: +15% lightning Rings can have magical properties. |
pixie's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +7 Defense: +12 (+4 eff.) Changes stats: +5 Cun / +4 Mag Spellpower: +10 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
rogue's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Blindness immunity: +38% Infravision radius: +4 See stealth: +10 See invisible: +19 Rings can have magical properties. |
stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +28% Life regen: +2.10 Rings can have magical properties. |
voratun ring 'Zerarin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to corrode armour by 30% Changes stats: +3 Cun Changes resistances: +9% acid Grants telepathy: Dragon Mental save: +12 (+3 eff.) Blindness immunity: +45% Equilibrium when hit: +0.16 Mindpower: +4 (+1 eff.) Light radius: +3 Infravision radius: +5 See stealth: +19 See invisible: +25 Rings can have magical properties. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 40% Wil, 10% Mag, 120% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +24 dazing lightning When wielded/worn: Changes stats: +2 Str / +6 Dex / +6 Mag / +2 Wil / +6 Cun / +2 Con Changes damage: +8% lightning Opal: Lightning It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Cobracutter the living mindstar (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +20 blight When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 24 blight Changes resistances: +6% nature / +9% blight Changes resistances penetration: +10% nature Changes damage: +15% blight Hate when firing a critical mind attack: +5.00 Maximum hate: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +22% Life leech: +21% 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. |
Emeludavena the Galereaper (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Burst (radius 2) on crit: +16 acid When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 29 acid / 12 light Changes resistances: +17% acid / +9% light Changes resistances penetration: +17% acid / +10% lightning Changes damage: +16% acid Life regen: +1.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Eryderek the 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: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Changes stats: +4 Str / +3 Con Changes resistances penetration: +20% arcane / +15% mind Changes damage: +7% acid Mana each turn: +0.12 Equilibrium when hit: +2.50 Maximum life: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Shield penetration: +55% 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. |
Glintbraze the living mindstar (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +16 light When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes resistances: +9% blight / +18% nature Changes damage: +10% nature Disease immunity: +24% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Korunarildil the living mindstar (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 22 arcane resource burn * 40% chance to cause random gloom On weapon crit: * burns latent spell energy Damage (Melee): +4 acid Burst (radius 1) on hit: +4 acid When wielded/worn: Changes resistances: +3% acid Changes damage: +9% arcane / +6% acid Spell save: +9 (+3 eff.) Hate when firing a critical mind attack: +6.00 Maximum hate: +19.00 Mindpower: +21 (+4 eff.) Mental crit. chance: +10% Life leech chance: +25% Life leech: +19% 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. |
Smolderraze (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 nature / +40 fire Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes stats: +4 Str / +4 Dex Changes resistances: +15% cold Changes resistances penetration: +12% cold / +15% nature / +25% fire Changes damage: +9% nature / +17% cold Reduces incoming crit damage: 15.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
The Forgotten (12-13.2 power, 22 apr, mind damage)Requires: - Willpower 27 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 90% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +22 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +4 Wil Mental save: +15 (+4 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% It can be used to confuse all enemies in radius 3 for 5 turns, costing 25 power out of 25/25. A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. |
Nacrush's DecimatorRequires: - Dexterity 30 - Strength 25 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Attack speed: 100% Dam. multiplier: 120% Firing range: +5 Travel speed: +600% Attacks use: 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
ThoughtcasterRequires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 95.04 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
mighty voratun steamgun of acidRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +14 acid Attacks use: 2.0 Steam When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Str Changes damage: +16% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Life regen: +2.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun 'Galegrim'Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Arcane Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Burst (radius 1) on hit: +6 arcane / +8 acid Burst (radius 2) on crit: +6 acid Attacks use: 2.0 Steam When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +5 Str Changes resistances penetration: +15% arcane / +5% acid Changes damage: +6% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
BranihellInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 8 arcane Changes stats: +4 Con Changes resistances: +10% lightning / +11% temporal Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Light radius: +2 See invisible: +6 A belt that goes around your waist. |
IsledaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +8% acid / +12% temporal / +8% lightning / +8% fire / +5% arcane / +8% cold Changes damage: +6% mind Physical save: +6 (+2 eff.) A belt that goes around your waist. |
Mayassra the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +14 Defense: +14 (+5 eff.) Damage when hit (Melee): 12 arcane Changes stats: +1 Mag Changes resistances: +8% acid / +9% fire / +8% cold / +9% lightning Changes resistances penetration: +5% blight Physical save: +22 (+7 eff.) Spell save: +13 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +1% Size category: +1 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Zanydig the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +9 Str / +5 Cun / +2 Con Reduced damage from: +41% Summoned Reduces incoming crit damage: 15.00% Light radius: +3 A belt that goes around your waist. |
drakeskin leather belt 'Thunderpiety'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 16 lightning Changes resistances: +21% lightning / +11% temporal / +6% fire Physical save: +12 (+4 eff.) Spell save: +48 (+15 eff.) Disease immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +20% A belt that goes around your waist. |
hardened leather belt 'Belylahad'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +10 Changes stats: +5 Dex Reduced damage from: +23% Summoned Only die when reaching: -40.00 life A belt that goes around your waist. |
hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +6 Lck Trap disarming bonus: +11 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
Blindwish (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Cun Changes resistances: +0% lightning / +12% fire / +15% light Changes resistances penetration: +15% mind Grants telepathy: Humanoid/Orc Stealth bonus: +8 Mental save: +30 (+8 eff.) Stun/Freeze immunity: +0% Psi when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Demonrip the elven-silk cloak (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +2 Mag / +3 Con Changes resistances: +12% lightning / +12% darkness Changes resistances penetration: +20% lightning Changes damage: +6% darkness / +9% blight Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Infravision radius: +3 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelurain the Glintslice (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 darkness Changes resistances: +12% acid Changes resistances penetration: +25% light Changes damage: +18% light / +9% darkness Physical save: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 272.16 cold damage and condensing the air into freezing vapors that deal 90.72 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Glimmeroracle (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +6% mind Critical mult.: +20.00% Physical save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Equilibrium when hit: +0.28 Only die when reaching: -50.00 life Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisywen the Sparkglean (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +24% acid / +18% lightning Changes resistances penetration: +15% acid Changes damage: +27% acid / +15% lightning Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wildmight the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 33% Damage when hit (Melee): 4 nature Changes stats: +6 Dex / +4 Mag / +4 Wil / +5 Cun Changes resistances: +25% darkness Changes resistances penetration: +20% darkness / +10% nature Changes damage: +6% acid / +25% darkness / +18% mind Stealth bonus: +19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Bandur' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Changes stats: +4 Cun / +2 Con Changes resistances: +0% lightning / +3% physical Changes resistances penetration: +20% physical Changes damage: +9% mind Physical save: +7 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +0% Only die when reaching: -90.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dusklash' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Changes stats: +4 Dex / +8 Con Changes resistances: +0% lightning Changes resistances penetration: +15% darkness Stun/Freeze immunity: +0% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+8 eff.) Blindness immunity: +50% Spellpower: +30 (+10 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Flashransom (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +9 Str / +3 Mag / +5 Cun / +5 Con Changes resistances: +15% light Changes damage: +15% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +16.00% Reduces incoming crit damage: 18.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Murorig' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Str / +6 Mag / +6 Wil / +1 Con Changes resistances: +10% lightning / +11% cold Changes resistances penetration: +15% physical Changes damage: +13% lightning / +7% physical / +14% cold Critical mult.: +25.00% Mental save: +30 (+8 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Gunegorn the Flarespike (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Wil Changes resistances: +10% cold / +22% fire Changes damage: +3% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+2 eff.) Psi when hit: +0.12 Maximum psi: +40.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hathedir the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Str / +6 Dex / +4 Con Changes resistances: +9% acid Reduces incoming crit damage: 15.00% Physical save: +30 (+10 eff.) Stamina each turn: +1.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zyrion the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +3 Wil / +2 Cun / +4 Con / +8 Lck Changes resistances penetration: +25% physical Changes damage: +6% physical Stealth bonus: +8 A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Movement speed: +20% A pair of boots made of leather. |
insulating pair of voratun boots of disengagement (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Cun / +2 Dex Changes resistances: +9% cold / +8% fire It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Arcumbra' (0 def, 20 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +20 Fatigue: +5% Changes resistances: +6% lightning / +9% fire / +9% mind / +12% nature Mental save: +30 (+8 eff.) Disease immunity: +25% Silence immunity: +30% Stun/Freeze immunity: +20% Stamina each turn: +1.30 Maximum stamina: +40.00 A pair of boots made of leather. |
pair of hardened leather boots 'Gloremira' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% blight / +12% temporal / +3% mind Pinning immunity: +5% Stun/Freeze immunity: +15% Knockback immunity: +15% Life regen: +2.70 Only die when reaching: -80.00 life Healing mod.: +16% A pair of boots made of leather. |
pair of voratun boots of rushing (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +3 Con Silence immunity: +29% Confusion immunity: +26% Stun/Freeze immunity: +23% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duathelstun (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 lightning Changes resistances: +8% lightning / +15% light / +9% darkness / +12% mind Changes resistances penetration: +15% darkness Changes damage: +8% lightning / +9% darkness Reduces incoming crit damage: 15.00% Poison immunity: +20% Confusion immunity: +10% Pinning immunity: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Rhuruigund (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Changes stats: +4 Str Poison immunity: +10% Cut immunity: +25% Disarm immunity: +0% Confusion immunity: +25% Pinning immunity: +25% Stun/Freeze immunity: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Scabstone (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 10 fire Damage when hit (Melee): 20 nature Changes stats: +1 Con Changes resistances: +8% fire Changes damage: +6% fire Grants telepathy: Demon/Minor Demon/Major All Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) Disarm immunity: +0% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Xanymina' (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +15% light Changes resistances penetration: +10% blight Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+4 eff.) Mental save: +30 (+8 eff.) Disease immunity: +45% Confusion immunity: +15% Maximum hate: +6.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of the nighthunter (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Changes stats: +3 Cun Changes resistances: +9% darkness Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 1.8 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Borak the Brandviper (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +11 Wil / +5 Cun Changes resistances: +3% acid / +13% fire / +6% darkness / +9% cold Changes resistances penetration: +15% fire Spell save: +29 (+9 eff.) Mental save: +12 (+3 eff.) Mindpower: +5 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +0 Cun / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect Mental save: +0 (+0 eff.) It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 181.28 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Ebonyusher (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 10 arcane resource burn * 30% chance to inflict 15% damage reduction Changes stats: +10 Str / +5 Wil / +0 Cun Changes resistances: +15% cold / +7% physical / +5% arcane / +9% fire Changes damage: +3% darkness Allows you to breathe in: water Physical save: +8 (+3 eff.) Mental save: +0 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Willowstar (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 nature Changes stats: +10 Str Changes resistances: +13% cold / +9% fire Allows you to breathe in: water Physical save: +12 (+4 eff.) Poison immunity: +20% Maximum stamina: +25.00 A cap made of leather. |
Zerimandil (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to disease Changes stats: +3 Mag / +2 Wil / +5 Cun / +10 Con Changes damage: +9% blight Critical mult.: +10.00% Psi when hit: +0.12 Infravision radius: +3 A cap made of leather. |
iron helm 'Glorowe' (9 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +7 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Changes stats: +4 Str / +4 Wil / +6 Con Changes resistances: +7% physical Critical mult.: +9.00% Reduces incoming crit damage: 10.00% Physical save: +27 (+9 eff.) Maximum life: +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather armour 'Curelady' (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 8 nature Changes stats: +9 Str / +9 Dex / +7 Mag / +9 Wil / +14 Cun Grants telepathy: Dragon All Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Maximum life: +61.00 Maximum mana: +80.00 Infravision radius: +2 A suit of armour made of leather. |
reinforced leather armour 'Xanebressra' (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 9 light / 16 blight Changes stats: +0 Str / +0 Dex / +0 Mag / +4 Wil / +0 Cun / +0 Con Changes resistances: +18% blight / +22% cold / +22% darkness / +6% temporal Life regen: +2.30 Maximum life: +72.00 Light radius: +1 Healing mod.: +18% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
804 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. |
18 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dayorder the voratun pickaxe (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +4 Wil Changes damage: +11% mind / +15% fire Spell save: +15 (+5 eff.) Mental save: +14 (+4 eff.) Mana each turn: +0.24 Psi when hit: +0.12 Mana when firing critical spell: +3.00 Maximum mana: +80.00 Maximum psi: +40.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of predation (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str / +4 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
27 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Layutira the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+4 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Str / +3 Dex / +6 Wil / +2 Con Changes resistances penetration: +25% mind Critical mult.: +31.00% Only die when reaching: -40.00 life Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp 'Eremyredin'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +3% nature Changes damage: +9% mind / +0% light Critical mult.: +20.00% Cut immunity: +10% Disarm immunity: +10% Pinning immunity: +10% Light radius: +7 See stealth: +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Emumivena'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 physical / 30 fire Changes resistances: +10% fire / +1% physical Critical mult.: +9.00% Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life Maximum stamina: +10.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
12 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. |
8 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. |
21 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 39] amazing fiery salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 163% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (39% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 39] amazing frost salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 163% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (39% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 562] amazing healing salve [power 562]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 163% efficiency and 58% cooldown modifier. It can be used to heal 562, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 492] amazing pain suppressor salve [power 492]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 163% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -492 life and reduces all damage by 29% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 39] amazing water salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 163% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (39% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 484] great healing salve [power 484]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 163% efficiency and 58% cooldown modifier. It can be used to heal 484, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 30] powerful water salve [power 30]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 163% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (30% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Ce'Nubeth the Stormpall (17/17, 43.5-52.2 power, 5 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * 22 arcane resource burn * 40% chance to daze at end of turn Damage (Ranged): +20 lightning Burst (radius 1) on hit: +32 lightning Burst (radius 2) on crit: +28 nature Shots are used with slings to pummel your foes to death. |
Chamilatharain the Chargestrider (19/19, 55.5-66.6 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to blind * 40% chance to daze at end of turn Damage (Ranged): +12 lightning / +16 light Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +12 lightning / +16 light When wielded/worn: Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of gravity (22/22, 43.5-52.2 power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 10% chance to crush the target On weapon crit: * wounds the target for 7 turns: 16 bleeding, 58% reduced healing Damage (Ranged): +12 gravity / +14 bleed When wielded/worn: Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of annihilation (24/24, 60.5-72.6 power, 13 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 60.5 - 72.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +15.0% Capacity: 24 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
good explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +4 (+1 eff.) Light radius: +4 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Burst (radius 1) on hit: +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! |
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! |
voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Burst (radius 1) on hit: +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Arukira the Sunvagrant [power 131] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Dex Changes damage: +15% light Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Physical save: +18 (+6 eff.) Only die when reaching: -80.00 life Healing mod.: +15% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Natureknave [power 36] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes resistances: +12% nature Changes resistances penetration: +20% darkness Changes damage: +12% nature It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Mayidheda' [power 385] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Mag Changes resistances: +9% blight Maximum wards: +3 physical / +5 mind / +5 darkness Talents granted: +5 Telekinetic Blast +1 Ward Spell save: +12 (+4 eff.) Mental save: +20 (+5 eff.) Stun/Freeze immunity: +5% Teleport immunity: +5% Spell crit. chance: +1% It can be used to fire a blast of psionic energies in a range 10 beam dealing 207.90 to 415.80 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Adeth [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Physical power: +8 (+2 eff.) Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 12 acid Changes resistances: +12% acid Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Blackfear the dragonbone totem of thorny skin [power 90] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane / 20 darkness Changes resistances: +6% arcane Maximum wards: +4 acid / +5 nature / +5 light Changes resistances penetration: +15% mind / +25% darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Ward Mental save: +18 (+5 eff.) Maximum hate: +8.00 Maximum psi: +40.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Geturek the Arcravage [power 5] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +3 Mag / +3 Wil Changes resistances: +9% lightning Maximum wards: +5 acid / +5 nature / +5 light Changes damage: +9% blight Talent granted: +1 Ward Critical mult.: +15.00% Spell save: +15 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +80.00 Spellpower: +12 (+4 eff.) It can be used to remove up to 5 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Malustir [power 110] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 4 acid Changes resistances: +6% light / +6% cold / +12% mind / +6% nature Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web Disarm immunity: +25% It can be used to heal a target within range 10 (based on Willpower) for 110, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments 'Cinderdeath' [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 nature / 8 fire Changes resistances: +12% nature / +9% fire Changes resistances penetration: +10% fire Changes damage: +18% nature / +6% fire It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Xeromille' [power 43] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +3% cold / +9% temporal Changes damage: +3% physical Talent cooldown: Invoke Tentacle (+10 turn) Talent granted: +2 Invoke Tentacle Teleport immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
18 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Bethebeth the Healjeer [power 365] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 nature / 12 darkness Changes resistances: +12% nature Maximum wards: +5 lightning / +4 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +15% nature Changes damage: +24% nature / +12% darkness Talent granted: +1 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 431 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of trap destruction 'Chargejeer' [power 83] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light / 24 lightning Changes resistances: +9% light / +12% lightning Changes resistances penetration: +15% mind Changes damage: +30% lightning Talent cooldown: Strike (-1 turn) Talent granted: +4 Strike It can be used to disarm traps (83 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of clairvoyance [power 9] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 67 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Patoshot the Kruk Yeti Psyshot level 3
10th Retaking 124th year of Ascendancy at 22:53 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Patoshot the Kruk Yeti Psyshot level 12
37th Retaking 124th year of Ascendancy at 08:10 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Patoshot the Kruk Yeti Psyshot level 43
48th Loss 124th year of Ascendancy at 18:46 see stats
Do not go gentle into that good night (Insane (Adventure) difficulty)
Trapped John.By Patoshot the Kruk Yeti Psyshot level 49
46th Destruction 124th year of Ascendancy at 00:20 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Patoshot the Kruk Yeti Psyshot level 50
10th Remembrance 125th year of Ascendancy at 14:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Patoshot the Kruk Yeti Psyshot level 29
18th Pain 124th year of Ascendancy at 20:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Patoshot the Kruk Yeti Psyshot level 10
28th Retaking 124th year of Ascendancy at 04:23 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Patoshot the Kruk Yeti Psyshot level 20
34th Revenge 124th year of Ascendancy at 08:01 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Patoshot the Kruk Yeti Psyshot level 30
19th Pain 124th year of Ascendancy at 20:39 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Patoshot the Kruk Yeti Psyshot level 40
37th Loss 124th year of Ascendancy at 06:20 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Patoshot the Kruk Yeti Psyshot level 50
46th Destruction 124th year of Ascendancy at 04:43 see stats
One Ill Turn Deserves Another (Insane (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Patoshot the Kruk Yeti Psyshot level 50
25th Remembrance 125th year of Ascendancy at 18:34 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Patoshot the Kruk Yeti Psyshot level 36
2nd Loss 124th year of Ascendancy at 05:02 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Patoshot the Kruk Yeti Psyshot level 27
50th Revenge 124th year of Ascendancy at 11:52 see stats
The High Lady's Destiny (Finale) (Insane (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Patoshot the Kruk Yeti Psyshot level 45
34th Destruction 124th year of Ascendancy at 02:48 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Patoshot the Kruk Yeti Psyshot level 49
46th Destruction 124th year of Ascendancy at 04:07 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Patoshot the Kruk Yeti Psyshot level 22
36th Revenge 124th year of Ascendancy at 18:29 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Patoshot the Kruk Yeti Psyshot level 36
52nd Dearth 124th year of Ascendancy at 23:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Patoshot the Kruk Yeti Psyshot level 17
15th Revenge 124th year of Ascendancy at 12:12 see stats
Log
Patoshot receives 49 healing.
War hound is encased in ice!
Patoshot hits War hound for 58 fire, (5 to ice), 21 lightning (79 total damage).
War hound hits Patoshot for (37 resist armour), 245 physical (245 total damage).
Patoshot shoots!
Mechanical Arms performs a melee critical strike against War hound!
War hound shrugs off the critical damage!
War hound is free from the ice.
Patoshot's Shoot performs a ranged critical strike against War hound!
War hound shrugs off the critical damage!
War hound is encased in ice!
War hound is free from the ice.
Patoshot's tinker attains critical power!
War hound shrugs off the critical damage!
War hound is encased in ice!
Mechanical Arms hits War hound for (49 to ice), 196 mind, (1 to ice), 5 physical (201 total damage).
Patoshot hits War hound for (91 to ice), 364 mind (364 total damage).
Patoshot hits Something for 9 physical damage.
Patoshot receives 49 healing.
Patoshot's Shoot hits Something for 0 lightning damage.
Patoshot's Shoot hits War hound for 351 lightning, 10 lightning, 0 arcane, (10 to ice), 39 nature, (4 to ice), 16 temporal, 10 lightning, 99 acid (524 total damage).
Patoshot's Shoot killed War hound!
Bethyra the sher'tan uses Dual Strike.
Bethyra the sher'tan performs a melee critical strike against Patoshot!
Patoshot shrugs off the critical damage!
Bethyra the sher'tan is encased in ice!
Bethyra the sher'tan is free from the ice.
Bethyra the sher'tan uses Furnace Vent.
Saving game...











































































































































































