Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Dwarven Adventurer 1.4.5This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. 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:
Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Writhing One |
Level / Exp | 41 / 37% |
Size | big |
Lifes / Deaths | Killed by Veloma the corrupted dendritic hemospinner at level 41 on the 8th Dusk 124th year of Ascendancy at 18:37 / 1 |
Primary Stats
Strength | 69 (base 60) |
Dexterity | 17 (base 10) |
Constitution | 43 (base 28) |
Magic | 72 (base 60) |
Willpower | 26 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -435/1364 |
Mana | 313/420 |
Steam | 100/100 |
Insanity | 1/100 |
Healing Factor | 1.6323943661971 |
Regeneration | 10.039225352112 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 17 |
See Stealth | 36.208522942576 |
See Invisible | 52.208522942576 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 159 |
Accuracy | 48 |
Crit Chance | 35% |
APR | 61 |
Speed | 0.91 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +56% |
Temporal | -15% |
Blight | -5% |
Physical | -13% |
Nature | -14% |
All | -20% |
Offense: Damage Penetration
Lightning | +15% |
Light | +25% |
Blight | 0% |
Physical | +54% |
Fire | +25% |
Darkness | +30% |
Defense: Base
Armour (hardiness) | 57.551211628464 (74.117647058824%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 5 |
Physical Save | 46 |
Spell Save | 39 |
Mental Save | 35 |
Defense: Resistances
Acid | + 55%( 74%) |
Blight | + 46%( 74%) |
Arcane | + 49%( 74%) |
Cold | + 46%( 74%) |
All | + 43%( 74%) |
Darkness | + 50%( 74%) |
Light | + 48%( 74%) |
Temporal | + 49%( 74%) |
Physical | + 44%( 74%) |
Fire | + 55%( 74%) |
Lightning | + 57%( 74%) |
Defense: Immunities
Pinning Resistance | 0% |
Teleport Resistance | 25% |
Confusion Resistance | 10% |
Disarm Resistance | 40% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 188 and cleanse 1 wound and 1 poison effect. 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 131% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | Fight to the brink of death, can not die before going under -213 life (but life under 0 is not shown) and increases all resistances by 16%. Pain Suppressor Salve |
detrimental effect | The target has been harassed by its stalker, reducing damage by 35%. Harassed |
beneficial effect | 4 pustules increasing resistance by 12%. Putrescent Pustule |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 324. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within12 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Olodunahir (0 def, 4 armour) Olodunahir (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 penetration: +6 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Dex Changes resistances: +21% acid Only die when reaching: -60.00 life Maximum life: +70.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | void-walker's brass lantern of corpselight void-walker's brass lantern of corpselight Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% cold / +6% darkness / +5% temporal Changes damage: +25% darkness Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Light radius: -3 Infravision radius: +13 See invisible: +16 Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 24 blight damage or heals 37 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Betossra (6 def, 17 armour) Betossra (6 def, 17 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +17 Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +8 Cun Changes resistances: +5% all Reduces incoming crit damage: 15.00% Physical save: +11 (+3 eff.) Mental save: +12 (+6 eff.) Disease immunity: +10% Stun/Freeze immunity: +15% Teleport immunity: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Fogweeper (dig speed 32 turns) Fogweeper (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Changes resistances: +6% darkness Changes resistances penetration: +25% darkness / +15% lightning Changes damage: +15% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +10 Physical power: +15 (+3 eff.) Defense: +11 (+5 eff.) Changes stats: +4 Con Changes resistances penetration: +20% physical Changes damage: +6% all Blindness immunity: +25% Spellpower: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Infravision radius: +4 See stealth: +12 See invisible: +12 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Cuthysayalen the Phoenixthorn Cuthysayalen the PhoenixthornInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +21% fire Changes damage: +7% all Stun/Freeze immunity: +36% Life regen: +3.50 Maximum life: +88.00 Spellpower: +15 (+4 eff.) Mindpower: +12 (+6 eff.) Light radius: +3 Healing mod.: +22% Rings can have magical properties. |
Around waist | hardened leather belt 'Xanildavea' hardened leather belt 'Xanildavea' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Physical crit. chance: +1.0% Physical power: +7 (+2 eff.) Fatigue: -20% Changes damage: +0% acid / +0% fire / +0% nature / +0% blight Grants telepathy: Dragon Maximum encumbrance: +50 Spell save: +8 (+3 eff.) Maximum life: +40.00 Size category: +1 A belt that goes around your waist. |
In main hand | Fulokhad (34.5-48.3 power, 25 apr) Fulokhad (34.5-48.3 power, 25 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Crit. chance: +22.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Physical power: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 20 arcane resource burn Changes stats: +5 Con Changes resistances: +9% light Changes resistances penetration: +19% physical Spell save: +6 (+2 eff.) Disarm immunity: +15% Blunt and deadly. |
On hands | Glowdredge (0 def, 2 armour) Glowdredge (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane / 11 temporal Damage (Ranged): 10 temporal Damage when hit (Melee): 4 light Changes stats: +4 Mag / +4 Wil / +2 Con Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +25% light Changes damage: +6% nature / +5% temporal Talent granted: +4 Spring Grapple Physical save: +12 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +3 (+2 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) * 20% chance to blind Damage (Melee): +14 physical / +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Adygamira the Brandbloom (5 def, 21 armour) Adygamira the Brandbloom (5 def, 21 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Armour Hardiness: +0% Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Str / +2 Mag / +10 Wil / +3 Cun / +3 Con Changes resistances penetration: +25% fire Reduces incoming crit damage: 35.00% Life regen: +2.40 Maximum life: +73.00 Light radius: +3 Healing mod.: +18% A suit of armour made of metal plates. |
Cloak | linen cloak 'Demonknight' (1 def, 0 armour) linen cloak 'Demonknight' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +5% arcane / +24% lightning Changes resistances penetration: +5% darkness Changes damage: +21% darkness Spell save: +6 (+2 eff.) Mental save: +5 (+3 eff.) Stun/Freeze immunity: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Silytha the gold amulet Silytha the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Physical power: +7 (+2 eff.) Armour: +5 Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +4 Dex / +1 Con Changes resistances: +2% physical Changes resistances cap: +4% all Changes resistances penetration: +15% physical Changes damage: +7% physical Physical save: +16 (+5 eff.) Only die when reaching: -20.00 life Combat speed: +10% Amulets can have magical properties. |
Inventory
medical injector implant of the duelist (efficiency 135% / cooldown 98%) medical injector implant of the duelist (efficiency 135% / cooldown 98%)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 135% efficiency and cooldown mod of 98%. 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 titan (efficiency 183% / cooldown 50%) medical injector implant of the titan (efficiency 183% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 187% / cooldown 56%) medical injector implant of the wizard (efficiency 187% / cooldown 56%)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 187% efficiency and cooldown mod of 56%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 15) steam generator implant of the titan (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.0 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 38.31 physical damage and 75.75 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
Primal Infusion (affinity 14%; cure magical, physical, mental) Primal Infusion (affinity 14%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 99) healing infusion of the psychic (heal 99)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 99 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the psychic (heal 91) healing infusion of the psychic (heal 91)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 instantly heal yourself for 91 and cleanse 1 wound and 1 poison effect. 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 duelist (+7 for 7 turns, die at -410) heroism infusion of the duelist (+7 for 7 turns, die at -410)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: 32 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 7 for 7 turns. While Heroism is active, you will only die when reaching -410 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 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. |
heroism infusion of the duelist (+8 for 10 turns, die at -297) heroism infusion of the duelist (+8 for 10 turns, die at -297)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: 34 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 8 for 10 turns. While Heroism is active, you will only die when reaching -297 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 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. |
heroism infusion of the sneak (+10 for 10 turns, die at -316) heroism infusion of the sneak (+10 for 10 turns, die at -316)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: 33 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 10 for 10 turns. While Heroism is active, you will only die when reaching -316 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 (+8 for 12 turns, die at -343) heroism infusion of the sneak (+8 for 12 turns, die at -343)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: 31 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 8 for 12 turns. While Heroism is active, you will only die when reaching -343 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 titan (+14 for 12 turns, die at -344) heroism infusion of the titan (+14 for 12 turns, die at -344)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 14 for 12 turns. While Heroism is active, you will only die when reaching -344 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (674% speed; 6 turns) movement infusion of the duelist (674% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (581% speed; 6 turns) movement infusion of the sneak (581% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 581% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 419 over 5 turns) regeneration infusion of the duelist (heal 419 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 419 life over 5 turns. 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 13%; cure mental, magical) wild infusion of the psychic (resist 13%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 magical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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. |
lightning rune of the warrior (394 lightning damage) lightning rune of the warrior (394 lightning damage)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: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 131.22 to 393.65 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
manasurge rune of the warrior (1001% regen over 10 turns; 50 instant mana) manasurge rune of the warrior (1001% regen over 10 turns; 50 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1001% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune of the warrior (range 12; power 35; dur 3) phase door rune of the warrior (range 12; power 35; dur 3)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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. 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. |
shielding rune of the warrior (absorb 442 for 4 turns) shielding rune of the warrior (absorb 442 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 442 damage for 4 turns. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Aeromas AeromasPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +7 Str / +7 Mag / +6 Wil / +2 Cun Changes damage: +5% physical / +5% temporal / +5% darkness / +5% light Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Infravision radius: +3 Amulets can have magical properties. |
Deepscast the steel amulet Deepscast the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +20% darkness Changes resistances penetration: +20% mind Changes damage: +24% darkness / +12% mind Life regen: +2.10 Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 25 power out of 40/40) : Effective talent level: 2.0 Power cost: 25 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Rootwither RootwitherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% nature / +6% physical Changes resistances penetration: +15% nature / +20% darkness Changes damage: +9% nature / +3% darkness Stamina each turn: +0.20 Amulets can have magical properties. |
Urthadir the Gleamwish Urthadir the GleamwishInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Dex / +2 Wil Changes resistances: +9% light Mental save: +6 (+3 eff.) Cut immunity: +40% Disarm immunity: +10% Confusion immunity: +14% Pinning immunity: +5% Mindpower: +5 (+2 eff.) Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
steel amulet 'Smearroar' steel amulet 'Smearroar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Str / +3 Dex / +4 Wil Changes resistances penetration: +10% nature Changes damage: +9% nature Reduces incoming crit damage: 10.00% Blindness immunity: +20% Infravision radius: +2 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Brandripper BrandripperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +9% acid / +18% fire / +28% nature Changes damage: +14% nature / +6% fire Rings can have magical properties. |
Islenor the Blazefoe Islenor the BlazefoeInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 light Changes stats: +2 Mag / +7 Wil / +1 Con Changes resistances: +11% nature / +11% blight Grants telepathy: Demon/Minor Demon/Major Physical save: +13 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +28 (+11 eff.) Poison immunity: +18% Disease immunity: +25% Light radius: +3 Infravision radius: +2 Rings can have magical properties. |
Lisorida the Woewhisper Lisorida the WoewhisperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind Changes stats: +4 Str Changes resistances: +12% mind / +9% darkness Changes damage: +12% darkness Rings can have magical properties. |
Scaldraptor the voratun ring Scaldraptor the voratun ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Cun / +3 Dex Changes resistances: +19% physical / +30% cold / +32% nature / +9% fire Changes damage: +19% physical / +15% cold / +16% nature / +6% fire Rings can have magical properties. |
Skyrazor SkyrazorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +7 Str / +7 Wil / +5 Cun / +5 Con Changes resistances: +6% lightning Changes damage: +15% lightning Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Torchhash the copper ring Torchhash the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +9% acid / +6% fire Changes resistances penetration: +5% acid / +25% fire Changes damage: +12% acid Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
copper ring 'Cyrokira' copper ring 'Cyrokira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 mind Changes damage: +6% mind Reduces incoming crit damage: 15.00% Mental save: +15 (+7 eff.) Stun/Freeze immunity: +25% Life regen: +1.20 Equilibrium when hit: +0.08 Maximum psi: +20.00 See invisible: +6 Rings can have magical properties. |
rogue's stralite ring of perseverance rogue's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +22% Life regen: +3.10 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
stralite ring 'Zubitira' stralite ring 'Zubitira'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes stats: +6 Cun / +5 Wil Changes resistances: +13% blight / +28% fire / +15% nature Changes damage: +14% fire Reduces incoming crit damage: 15.00% Poison immunity: +21% Disease immunity: +22% Confusion immunity: +10% Mindpower: +11 (+5 eff.) Rings can have magical properties. |
stralite ring of arcana(+0.25/turn) stralite ring of arcana(+0.25/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Silence immunity: +36% Mana each turn: +0.25 Rings can have magical properties. |
stralite ring of darkness (+26%) stralite ring of darkness (+26%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +26% darkness Changes damage: +13% darkness Rings can have magical properties. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 55% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Eleneldir the dwarven-steel mace (27-37.8 power, 4 apr) Eleneldir the dwarven-steel mace (27-37.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 9% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +9% nature / +6% light Physical save: +30 (+10 eff.) Stun/Freeze immunity: +5% Knockback immunity: +35% Blunt and deadly. |
drakeskin leather sling 'Daygrind' drakeskin leather sling 'Daygrind'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Burst (radius 1) on hit: +2 light When wielded/worn: Changes resistances: +6% darkness / +9% light Changes resistances penetration: +32% physical Changes damage: +9% darkness / +22% physical Light radius: +3 Damage Shield penetration: +37% Slings are used to hurl stones or metal shots at your foes. |
Pitchsweep the ash magestaff (15-18 power, 3 apr, lightning element) Pitchsweep the ash magestaff (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +8 darkness Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +15% darkness Changes resistances penetration: +25% darkness / +20% light Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
Sootvenom the dwarven-steel waraxe (27.5-38.5 power, 4 apr) Sootvenom the dwarven-steel waraxe (27.5-38.5 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 27.5 - 38.5 Uses stats: 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 40% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +9% darkness Changes resistances penetration: +15% light Changes damage: +15% darkness One-handed war axes. |
Starfury StarfuryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil / +10 Cun Changes resistances: +12% light Mental save: +15 (+7 eff.) Spell crit. chance: +5% Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +40 A belt that goes around your waist. |
Islewe (2 def, 0 armour) Islewe (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes stats: +4 Str / +4 Dex / +4 Con Changes resistances: +12% mind / +0% lightning Changes resistances penetration: +20% mind Changes damage: +9% mind / +6% blight Talent mastery: +0.30 Technique / Combat training Spell save: -20 (-10 eff.) Stun/Freeze immunity: +0% Stamina each turn: +0.90 Mana each turn: -0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +0% lightning / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stun/Freeze immunity: +0% Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 37 power out of 60/60) : Effective talent level: 1.0 Power cost: 37 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 84.59 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
linen cloak 'Shadowwinnow' (1 def, 0 armour) linen cloak 'Shadowwinnow' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict 15% damage reduction Changes resistances: +3% light / +0% lightning Changes resistances penetration: +20% darkness Spell save: +3 (+1 eff.) Stun/Freeze immunity: +0% Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamebliss the pair of dwarven-steel boots (0 def, 4 armour) Flamebliss the pair of dwarven-steel boots (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% Damage when hit (Melee): 8 fire Changes stats: +3 Cun / +4 Dex Changes resistances penetration: +20% blight Changes damage: +18% fire Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +40% 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 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 130% 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. |
Porinn the Coalwitch (0 def, 3 armour) Porinn the Coalwitch (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 fire Changes resistances penetration: +9% physical / +25% darkness / +20% fire Changes damage: +9% darkness A pair of boots made of leather. |
Unrydan the pair of dwarven-steel boots (0 def, 8 armour) Unrydan the pair of dwarven-steel boots (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Con Changes resistances penetration: +20% physical Stamina each turn: +0.70 Only die when reaching: -80.00 life Maximum stamina: +39.00 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Ivalaith' (0 def, 9 armour) pair of hardened leather boots 'Ivalaith' (0 def, 9 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +9 Fatigue: +3% Changes stats: +6 Wil / +3 Con Changes resistances penetration: +7% physical Critical mult.: +5.00% Mindpower: +5 (+2 eff.) Mental crit. chance: +4% Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots 'Xerulralle' (0 def, 19 armour) pair of hardened leather boots 'Xerulralle' (0 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +19 Fatigue: -5% Changes resistances penetration: +10% physical Critical mult.: +9.00% Maximum encumbrance: +31 Physical save: +10 (+3 eff.) Stamina each turn: +0.80 A pair of boots made of leather. |
pair of voratun boots 'Nedas' (0 def, 15 armour) pair of voratun boots 'Nedas' (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +15 Fatigue: +4% Changes stats: +3 Dex / +5 Wil / +5 Con Changes resistances penetration: +8% physical Silence immunity: +45% Confusion immunity: +41% Stun/Freeze immunity: +41% Stamina each turn: +0.40 Maximum life: +20.00 Mindpower: +6 (+3 eff.) Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (0 def, 4 armour) Assassin's Surprise (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 83% Damage (Melee): +10 crippling poison Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 6 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 19 addition nature damage over 3 turns (damage based on Cunning), costing 8 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Balancerage (0 def, 1 armour) Balancerage (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 acid Changes resistances: +21% acid / +9% darkness Changes damage: +4% acid When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * 10 arcane resource burn Burst (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Cuthyregomnir (0 def, 12 armour) Cuthyregomnir (0 def, 12 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +12 Damage when hit (Melee): 12 physical Changes damage: +6% mind Mental save: +10 (+5 eff.) Maximum life: +62.00 When used to modify unarmed attacks: Base power: 32.5 - 35.8 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sootwild the drakeskin leather gloves (0 def, 3 armour) Sootwild the drakeskin leather gloves (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 13 mind Changes stats: +4 Cun / +8 Wil Changes resistances: +8% mind Changes damage: +8% mind / +12% darkness Critical mult.: +20.00% Maximum hate: +6.00 Mindpower: +6 (+3 eff.) When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 5). Damage (Melee): +12 darkness Burst (radius 2) on crit: +15 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 10 power out of 16/16) : Effective talent level: 3.0 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 39.74 to 119.23 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Velenn (0 def, 2 armour) Velenn (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +4 Str / +4 Dex / +5 Mag Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Mental save: +10 (+5 eff.) Psi when hit: +0.04 When used to modify unarmed attacks: Base power: 21.5 - 23.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yvyssra (0 def, 3 armour) Yvyssra (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Damage (Melee): 6 darkness Changes stats: +5 Str Changes resistances: +6% darkness Changes damage: +4% darkness / +3% acid When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +4 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Beudradrastir' (9 def, 2 armour) hardened leather gloves 'Beudradrastir' (9 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Critical mult.: +8.00% Physical save: +18 (+6 eff.) Maximum life: +20.00 Spell crit. chance: +10% Mental crit. chance: +7% Healing mod.: +25% When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Damage Shield penetration (this weapon only): +30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's dwarven-steel gauntlets of magic (+3) (0 def, 16 armour) stone warden's dwarven-steel gauntlets of magic (+3) (0 def, 16 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +16 Armour Hardiness: +9% Changes stats: +7 Con / +3 Mag Changes resistances: +8% physical Changes damage: +6% arcane When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). Damage (Melee): +7 arcane Burst (radius 2) on crit: +10 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Glorywyn the cashmere wizard hat (11 def, 0 armour) Glorywyn the cashmere wizard hat (11 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Defense: +11 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +14 Cun / +5 Wil Critical mult.: +12.00% Physical save: +20 (+6 eff.) Stamina each turn: +0.40 Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Lisiriama (2 def, 0 armour) Lisiriama (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +0 Cun Changes resistances: +21% darkness Changes resistances penetration: +25% blight Changes damage: +6% blight / +14% darkness / +6% acid Mental save: +0 (+0 eff.) Silence immunity: +0% A pointy cloth hat, very wizardly... |
Obsidianimmortal (0 def, 3 armour) Obsidianimmortal (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 darkness Changes stats: +5 Dex Changes resistances: +15% mind / +6% darkness Changes resistances penetration: +15% darkness / +25% mind Changes damage: +9% darkness / +9% mind A hat made of leather. Very stylish. |
Prismkill (0 def, 7 armour) Prismkill (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 5 physical Changes stats: +2 Str Changes resistances penetration: +10% acid Changes damage: +3% acid Physical save: +14 (+4 eff.) Light radius: +1 Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 261.6 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 10 power out of 15/15) : Effective talent level: 1.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Zanenarikor (0 def, 3 armour) Zanenarikor (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +4 Wil / +4 Cun / +3 Con Changes resistances: +5% arcane / +9% acid Grants telepathy: All Spell save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +3 A cap made of leather. |
dwarven-steel helm of the depths (0 def, 4 armour) dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Ragorach' (0 def, 3 armour) hardened leather cap 'Ragorach' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +3 Dex Changes resistances: +8% blight / +8% darkness / +15% mind Changes resistances penetration: +10% blight Changes damage: +9% blight Physical save: +15 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 19 cooldown : Effective talent level: 4.0 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
hardened leather cap 'Rhuleregohir' (0 def, 6 armour) hardened leather cap 'Rhuleregohir' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +6 Mag / +7 Wil / +0 Cun / +5 Con Changes resistances: +6% blight Grants telepathy: Demon/Minor Demon/Major Mental save: +8 (+4 eff.) Infravision radius: +3 A cap made of leather. |
iron helm 'Islytira' (0 def, 3 armour) iron helm 'Islytira' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 acid Changes resistances: +9% nature / +6% lightning Changes resistances penetration: +10% acid Physical save: +12 (+4 eff.) Spell save: +42 (+14 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +0 Str / +0 Dex / +5 Mag / +0 Wil / +0 Cun / +5 Con Reduces incoming crit damage: 0.00% Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Silence immunity: +16% Confusion immunity: +40% Pinning immunity: +24% Stun/Freeze immunity: +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
iron plate armour 'Murkshine' (3 def, 7 armour) iron plate armour 'Murkshine' (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Changes damage: +18% acid / +18% darkness Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Maximum life: +27.00 A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 62 power out of 100/100. The very essence of bearness! |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
755 alchemist agate 755 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. |
2 onyx 2 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. |
2 aquamarine 2 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chylach (dig speed 29 turns) Chylach (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +2 Wil / +5 Con Grants telepathy: Dragon Vim when firing critical spell: +2.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Kindlequeller' (dig speed 25 turns) dwarven-steel pickaxe 'Kindlequeller' (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Damage when hit (Melee): 12 fire Changes stats: +12 Str / +6 Wil Changes resistances penetration: +20% fire Changes damage: +12% fire Only die when reaching: -60.00 life Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Singebile' (dig speed 15 turns) dwarven-steel pickaxe 'Singebile' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+2 eff.) Armour: +4 Changes stats: +2 Str Changes resistances: +6% blight / +9% fire / +3% nature Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Disease immunity: +5% Stun/Freeze immunity: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Berudan' (dig speed 28 turns) iron pickaxe 'Berudan' (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Str Changes resistances: +12% darkness / +12% light Physical save: +7 (+2 eff.) Spell save: +37 (+12 eff.) Mental save: +6 (+3 eff.) Maximum life: +48.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald 2 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. |
jade 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 62 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Betabrenn the brass lantern Betabrenn the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% blight / +12% fire / +6% cold / +6% temporal Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Ebonyidol EbonyidolPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +20% arcane / +15% darkness Changes damage: +6% darkness / +18% arcane Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Ivurin the alchemist's lamp Ivurin the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 22 fire Changes resistances: +6% fire Changes resistances penetration: +25% blight Critical mult.: +25.00% Spell save: +15 (+5 eff.) Spell crit. chance: +2% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Unrugar the Lightningrot Unrugar the LightningrotInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+4 eff.) Armour: +6 Changes stats: +6 Str Changes damage: +6% lightning Physical save: +11 (+3 eff.) Maximum stamina: +15.00 Light radius: +3 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Pusking' alchemist's lamp 'Pusking'Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +1 Str / +6 Con Changes resistances: +15% blight / +7% fire / +6% nature Changes damage: +0% darkness Critical mult.: +6.00% Physical save: +3 (+1 eff.) Life regen: +5.10 Stamina each turn: +0.20 Light radius: +3 Infravision radius: +0 See invisible: +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Hettekath' brass lantern 'Hettekath'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +12% acid / +9% cold Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Blindness immunity: +20% Only die when reaching: -40.00 life Light radius: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 13 power out of 25/25) : Effective talent level: 3.0 Power cost: 13 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 19 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/3) Rod of Recall (2/3)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 124 power out of 302/400. 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. |
great frost salve [power 16] great frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 16 turns. Medical salve. |
powerful pain suppressor salve [power 163] powerful pain suppressor salve [power 163]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -163 life and reduces all damage by 16% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 7 turns. Medical salve. |
powerful water salve [power 14] powerful water salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (14% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 16 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel crystal plating dwarven steel crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel silver filigree dwarven steel silver filigreePowered 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: 50% Mag Damage type: Physical Damage against: +21% Undead / +21% Demon / +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel silver filigree dwarven steel silver filigreePowered 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: 50% Mag Damage type: Physical Damage against: +21% Undead / +21% Demon / +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
iron viral needlegun iron viral needlegunPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
mastercraft viral injector mastercraft viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injector perfect viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
simple second skin simple second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +30% Disease immunity: +30% Cut immunity: +30% Life regen: +2.00 Tinkers can be attached to normal items to improve them with steam power! |
stralite back support stralite back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -16% Maximum encumbrance: +40 Tinkers can be attached to normal items to improve them with steam power! |
voratun armour reinforcement voratun armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree 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: 50% Mag Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made alchemist's helper well-made alchemist's helperPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Changes damage: +15% acid / +15% fire / +15% nature / +15% blight Tinkers can be attached to normal items to improve them with steam power! |
Blazewither [power 69] (7/13 cooldown) Blazewither [power 69] (7/13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances penetration: +15% mind Changes damage: +12% mind / +12% lightning Talent granted: +5 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 69 for 7 turns, putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
Smolderquencher [power 165] (7/4 cooldown) Smolderquencher [power 165] (7/4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% cold / +12% darkness / +6% light Maximum wards: +1 physical / +2 mind / +3 darkness Talents granted: +3 Telekinetic Blast +1 Ward It can be used to fire a blast of psionic energies in a range 7 beam dealing 65.85 to 131.69 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Xerenne [power 53] (7/13 cooldown) Xerenne [power 53] (7/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 16 mind Changes stats: +4 Str Physical save: +30 (+10 eff.) Maximum life: +30.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns, putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Glarebreak' [power 209] (7/4 cooldown) dwarven-steel torque of mindblast 'Glarebreak' [power 209] (7/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +25% light Changes damage: +30% light / +27% acid Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to fire a blast of psionic energies in a range 7 beam dealing 83.41 to 166.81 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Beyhell the ash totem of cure ailments [power 2] (7/7 cooldown) Beyhell the ash totem of cure ailments [power 2] (7/7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Str / +5 Mag It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 4 equilibrium. 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
Dayreeve [power 26] (7/13 cooldown) Dayreeve [power 26] (7/13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% darkness It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Duvanarildil [power 31] (7/13 cooldown) Duvanarildil [power 31] (7/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +18% lightning / +6% nature / +5% arcane Changes resistances penetration: +15% mind Changes damage: +6% mind Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
elm wand of clairvoyance 'Beolen' [power 9] (7/4 cooldown) elm wand of clairvoyance 'Beolen' [power 9] (7/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +4% physical / +5% arcane / +6% cold Changes damage: +15% mind Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Teleport immunity: +15% Maximum vim: +6.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 73 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Siluta' [power 277] (7/7 cooldown) yew wand of conjuration 'Siluta' [power 277] (7/7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% blight / +12% darkness Mental save: +30 (+12 eff.) Cut immunity: +15% Pinning immunity: +25% Teleport immunity: +25% It can be used to fire a bolt of a random element with (base) damage 138 to 277, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 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. |
amber 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 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Majiania the Cornac Writhing One level 38
8th Flare 124th year of Ascendancy at 14:37 see stats
By Majiania the Cornac Writhing One level 34
56th Haze 123rd year of Ascendancy at 15:16 see stats
By Majiania the Cornac Writhing One level 38
7th Flare 124th year of Ascendancy at 01:04 see stats
By Majiania the Cornac Writhing One level 34
3rd Pyre 124th year of Ascendancy at 07:25 see stats
By Majiania the Cornac Writhing One level 31
44th Dusk 123rd year of Ascendancy at 02:35 see stats
By Majiania the Cornac Writhing One level 16
56th Dusk 122nd year of Ascendancy at 16:36 see stats
By Majiania the Cornac Writhing One level 40
8th Dusk 124th year of Ascendancy at 13:13 see stats
By Majiania the Cornac Writhing One level 36
23rd Pyre 124th year of Ascendancy at 06:17 see stats
By Majiania the Cornac Writhing One level 38
6th Flare 124th year of Ascendancy at 23:15 see stats
By Majiania the Cornac Writhing One level 24
3rd Regrowth 123rd year of Ascendancy at 04:24 see stats
By Majiania the Cornac Writhing One level 34
56th Haze 123rd year of Ascendancy at 14:42 see stats
By Majiania the Cornac Writhing One level 10
9th Dusk 122nd year of Ascendancy at 05:55 see stats
By Majiania the Cornac Writhing One level 20
47th Haze 122nd year of Ascendancy at 18:59 see stats
By Majiania the Cornac Writhing One level 30
8th Dusk 123rd year of Ascendancy at 06:32 see stats
By Majiania the Cornac Writhing One level 40
5th Dusk 124th year of Ascendancy at 06:24 see stats
By Majiania the Cornac Writhing One level 20
47th Haze 122nd year of Ascendancy at 22:16 see stats
By Majiania the Cornac Writhing One level 28
25th Pyre 123rd year of Ascendancy at 05:36 see stats
By Majiania the Cornac Writhing One level 10
10th Dusk 122nd year of Ascendancy at 11:38 see stats
By Majiania the Cornac Writhing One level 34
56th Haze 123rd year of Ascendancy at 15:16 see stats
By Majiania the Cornac Writhing One level 10
13rd Dusk 122nd year of Ascendancy at 15:11 see stats
By Majiania the Cornac Writhing One level 30
8th Dusk 123rd year of Ascendancy at 07:33 see stats
By Majiania the Cornac Writhing One level 24
3rd Regrowth 123rd year of Ascendancy at 14:10 see stats
By Majiania the Cornac Writhing One level 37
6th Flare 124th year of Ascendancy at 05:41 see stats
Log
Veloma the corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Something hits Majiania for 56 nature damage.
Majiania receives 61 healing from Something.
Something receives 3 healing (8 psi heal) from Majiania.
Majiania casts Shed Skin.
Majiania's spell attains critical power!
A shield forms around Majiania.
Talent Decayed Bloated Horror is ready to use.
Majiania shrugs off the critical damage!
Something hits Majiania for (50 absorbed), 0 mind (0 total damage).
Something hits Majiania for (50 absorbed), 0 mind (0 total damage).
Veloma the corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Something hits Majiania for (53 absorbed), 0 nature (0 total damage).
Majiania has been harassed.
Majiania hits Something for 4 light, 6 darkness (10 total damage).
Mechanical Arms hits Majiania for (7 absorbed), 0 nature (0 total damage).
Majiania recovers sight.
Majiania is less powerfull.
Talent Tendrils Eruption is ready to use.
Something hits Majiania for (47 absorbed), 0 mind (0 total damage).
Your shield crumbles under the damage!
The shield around Majiania crumbles.
Veloma the corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Veloma the corrupted dendritic hemospinner's Eyal's Wrath hits Majiania for (49 absorbed), 5 nature (5 total damage).
Corrupted acidic digestor's acid area effect hits Majiania for 16 acid damage.
Something hits Majiania for 254 fire damage.
Veloma the corrupted dendritic hemospinner uses To The Arms.
Saving game...