















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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. 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 931% |
| Size | medium |
| Lifes / Deaths | Killed by Yvoma the sick treant at level 14 on the 66th Dusk 122nd year of Ascendancy at 14:10 1 / 6Killed by Polytta the rattlesnake at level 16 on the 78th Dusk 122nd year of Ascendancy at 17:36 Killed by Beleba the large brown snake at level 18 on the 10th Haze 122nd year of Ascendancy at 16:18 Killed by Usund the halfling at level 21 on the 39th Haze 122nd year of Ascendancy at 16:12 Killed by Getira the forest troll at level 38 on the 7th Mirth 123rd year of Ascendancy at 00:55 Killed by orc cryomancer at level 50 on the 53rd Pyre 124th year of Ascendancy at 10:20 |
Primary Stats
| Strength | 101 (base 60) |
| Dexterity | 52 (base 13) |
| Constitution | 64 (base 30) |
| Magic | 87 (base 62) |
| Willpower | 52 (base 26) |
| Cunning | 132 (base 64) |
Resources
| Mana | 604/604 |
| Equilibrium | 0 |
| Steam | 100/100 |
| Life | 1272/1272 |
| Psi | 142/142 |
| Stamina | 352/352 |
| Hate | 106/106 |
| Healing Factor | 1.5661538461537 |
| Regeneration | 3.993692307692 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 7 |
| See Stealth | 49.972855452493 |
| See Invisible | 49.972855452493 |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 69 |
| Crit Chance | 90% |
| APR | 46 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 153 |
| Accuracy | 69 |
| Crit Chance | 90% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +28% |
| Nature | +27% |
| Physical | +90% |
| Mind | +25% |
| All | +18% |
Offense: Damage Penetration
| Physical | +50% |
| Lightning | +10% |
| Arcane | +20% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 85.551211628464 (94.117647058824%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 13 |
| Physical Save | 57 |
| Spell Save | 48 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 52%( 70%) |
| Cold | + 50%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 43%( 80%) |
| Fire | + 38%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 89% |
| Poison Resistance | 74% |
| Blind Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 64% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 increase three of your primary stats by 13 for 11 turns. While Heroism is active, you will only die when reaching -811 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 336 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.5 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Reflexes | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Elusiveness | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Steamtech / Gunner training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 failed to protect the repented thief from death by Elybrelaith the orc soldier. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Silissra the vampire. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by MadGuns. Escort: worried loremaster (level 5 of Dreadfell) | failed |
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 Wrathroot. * 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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. 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 the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
| Quiver | Blastsmash (53/53, 184% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 184% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +7.0% Capacity: 53 Turns elapse between self-loadings: 2 On weapon hit: * 40% chance to daze at end of turn * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Ranged): +28 lightning / +16 cold / +8 fire / +8 acid Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +4 lightning / +4 fire When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Light source | alchemist's lamp 'Sootprophet'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +4 Wil Changes resistances: +8% cold / +7% temporal Changes resistances penetration: +5% all Changes damage: +7% mind Psi when hit: +0.04 Maximum hate: +6.00 Mindpower: +6 (+2 eff.) Light radius: +4 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Radhirath the drakeskin leather cap (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +1 Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +4 Wil / +5 Cun / +1 Con / +14 Lck Changes resistances: +18% light / +20% darkness Critical mult.: +6.00% Blindness immunity: +15% Poison immunity: +10% Knockback immunity: +5% Spell crit. chance: +8% Mindpower: +6 (+2 eff.) Mental crit. chance: +7% Light radius: +7 A cap made of leather. |
| On feet | Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Talent granted: +5 Rocket Boots Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Tool | Gythra the voratun torque of psychoportation [power 66] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Str Changes resistances: +9% lightning Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Blindness immunity: +30% Stun/Freeze immunity: +15% It can be used to teleport randomly (rad 66), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Hettuchik'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +17% physical / +6% cold Changes damage: +14% physical Critical mult.: +20.00% Mental save: +30 (+7 eff.) Disease immunity: +10% Confusion immunity: +5% Teleport immunity: +10% Hate when firing a critical mind attack: +2.00 Rings can have magical properties. |
| On fingers | VileguileInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +40 (+11 eff.) Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 8 nature Changes stats: +9 Dex / +5 Mag / +30 Cun Changes resistances penetration: +15% arcane Changes damage: +9% nature Life regen: +2.00 Maximum life: +99.00 Healing mod.: +22% Rings can have magical properties. |
| Around neck | Unrayavon the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +8 (+3 eff.) Fatigue: -6% Changes stats: +2 Str / +9 Dex / +5 Cun / +11 Con / +8 Lck Changes resistances: +6% blight / +6% lightning Spell save: +3 (+1 eff.) Life regen: +0.30 Stamina each turn: +0.70 Movement speed: +10% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| In main hand | gunslinger's voratun steamgun of cunning (+8) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +48 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +8 Cun Changes resistances penetration: +25% physical Changes damage: +21% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Bethotira Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Fatigue: -12% Changes stats: +11 Dex / +2 Wil / +10 Cun / +2 Con / +10 Lck Changes resistances: +15% fire / +15% cold Critical mult.: +15.00% Trap disarming bonus: +25 Stealth bonus: +15 Maximum encumbrance: +30 Spell save: +6 (+2 eff.) Vim when firing critical spell: +1.00 Spell crit. chance: +1% Light radius: +2 Infravision radius: +6 A belt that goes around your waist. |
| In off hand | strafer's voratun steamgun of power Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +48 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+4 eff.) Changes resistances penetration: +21% physical Changes damage: +22% physical Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Threads of Fate (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +30% lightning / +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+6 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Stun/Freeze immunity: +50% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.1 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
| Main armor | Kheloregovon the Strikequench (9 def, 35 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Armour Hardiness: +0% Defense: +9 (+3 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Str / +10 Dex / +12 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +13% acid / +12% physical / +9% light / +6% darkness / +6% temporal / +13% fire / +13% cold / +52% lightning Changes resistances penetration: +5% lightning Physical save: +15 (+4 eff.) Infravision radius: +1 A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 173% / cooldown 73%)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 173% efficiency and cooldown mod of 73%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 233% / cooldown 89%)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 233% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.steam generator implant (steam 11) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 82) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 241)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+13 for 11 turns, die at -743)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 13 for 11 turns. While Heroism is active, you will only die when reaching -743 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+14 for 9 turns, die at -572)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -572 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 (591% speed; 4 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 591% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 duelist (623% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 warrior (987% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 987% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (868% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 868% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion (rad 10; power 21; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 30%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 27%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 16%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (358.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 458.24 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.lightning rune (448 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: 9 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 149.47 to 448.40 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) 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. |
lightning rune of the wizard (472 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: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 157.57 to 472.71 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.manasurge rune (1589% regen over 10 turns; 79 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 1589% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 20; power 55; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 20. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 55%, your defense is increased by 55 and all your resistances by 55%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 547 for 7 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 547 damage for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 487 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 487 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 600 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 600 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 596 for 7 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: 17 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 596 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 166)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 166 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 210)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 210 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Headlamp Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Pain Suppressor Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Shocking Touch Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
Airvalor the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 arcane / 12 lightning Changes resistances: +30% lightning / +22% mind / +5% arcane Changes damage: +6% lightning Confusion immunity: +37% Amulets can have magical properties. |
BoridarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +12 Str / +14 Dex / +13 Wil / +4 Cun Changes damage: +24% mind Hate when firing a critical mind attack: +4.00 Maximum psi: +50.00 Mental crit. chance: +2% Infravision radius: +2 Amulets can have magical properties. |
Gomira the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +4 Dex / +2 Con Changes resistances: +6% blight Changes resistances penetration: +15% blight Changes damage: +7% physical Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Combat speed: +10% Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
grounding gold amulet of mastery (0.28 Spell / Conveyance)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% lightning Talent mastery: +0.28 Spell / Conveyance Stun/Freeze immunity: +38% Amulets can have magical properties. |
mindweaver's stralite amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +18 Changes stats: +5 Wil Critical mult.: +18.00% Mental save: +13 (+3 eff.) Confusion immunity: +22% Mindpower: +13 (+5 eff.) Amulets can have magical properties. |
voratun amulet 'Shockrebel'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Armour: +12 Fatigue: -10% Damage when hit (Melee): 12 lightning Changes stats: +8 Dex / +10 Cun / +9 Con Mental save: +52 (+13 eff.) Life regen: +1.50 Stamina each turn: +1.50 Only die when reaching: -80.00 life Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +60 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Borildir the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +25 Changes stats: +9 Str Changes resistances: +6% blight / +15% temporal / +12% light / +6% cold Physical save: +36 (+10 eff.) Mental save: +36 (+9 eff.) Poison immunity: +15% Pinning immunity: +10% Rings can have magical properties. |
BregohadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +12% acid / +12% cold / +12% light / +5% arcane Physical save: +18 (+5 eff.) Poison immunity: +15% Cut immunity: +40% Disarm immunity: +10% Stun/Freeze immunity: +40% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Cloudgasher Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 8 lightning Changes resistances: +19% mind / +15% lightning Changes resistances penetration: +5% mind Disarm immunity: +50% Pinning immunity: +47% Knockback immunity: +47% Maximum life: +50.00 Rings can have magical properties. |
FlashstreakerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 12 darkness Changes stats: +9 Str / +3 Wil / +5 Cun / +9 Con Changes resistances penetration: +10% lightning Changes damage: +6% lightning Critical mult.: +30.00% Mental save: +12 (+3 eff.) Psi when hit: +0.20 Maximum hate: +8.00 Mindpower: +8 (+3 eff.) Rings can have magical properties. |
Getiroddanik the LavaquellerPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 33 light Effects on ranged hit: * 29% chance to blind Damage (Ranged): 31 light Damage when hit (Melee): 8 fire Changes stats: +8 Mag / +9 Wil / +1 Con Critical mult.: +15.00% Life regen: +0.40 Psi when hit: +0.04 Spellpower: +24 (+7 eff.) Mindpower: +13 (+5 eff.) Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
Hedudir the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Physical crit. chance: +5.0% Armour: +6 Damage when hit (Melee): 16 physical Changes stats: +6 Mag Changes resistances: +2% physical Changes resistances penetration: +10% physical Spell save: +12 (+4 eff.) Maximum stamina: +25.00 Rings can have magical properties. |
LustrebanePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Changes stats: +2 Str / +7 Con Changes damage: +12% light / +6% all Physical save: +14 (+4 eff.) Silence immunity: +46% Mana each turn: +0.37 Maximum stamina: +25.00 Spellpower: +17 (+5 eff.) Mindpower: +16 (+6 eff.) Light radius: +1 Rings can have magical properties. |
ZibersPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Cun / +3 Mag Changes resistances: +12% blight Changes resistances penetration: +15% acid / +25% mind Changes damage: +12% blight / +3% acid / +5% all Spellpower: +15 (+5 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
gold ring 'Isolraminn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% blight / +6% fire / +6% lightning / +6% acid Poison immunity: +15% Stun/Freeze immunity: +26% Knockback immunity: +15% Life regen: +1.70 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.glacial dwarven-steel battleaxe of nature (146% power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 146% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +28 ice When wielded/worn: Armour: +16 Changes resistances: +10% all Changes resistances penetration: +16% nature / +16% cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun dagger of shearing (156% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +16 fire When wielded/worn: Armour penetration: +12 Changes resistances penetration: +10% physical / +10% fire Changes damage: +12% physical Global speed: +4% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick voratun dagger of amnesia (152% power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel dagger (129% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Sharp, short and deadly. |
Voratun Hammer of the Deep Bellow (197% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 197% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
This item will automatically be transmogrified when you leave the level.thunderous stralite greatmaul of erosion (169% power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 41% chance to daze at end of turn Damage (Melee): +24 nature / +24 temporal When wielded/worn: Changes stats: +5 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +19% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Darkravager (197% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 197% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +20 (+4 eff.) Armour: +14 Changes resistances: +3% darkness / +9% mind Physical save: +30 (+8 eff.) Maximum life: +10.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.elemental steel greatsword (132% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 132% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +16% acid / +16% fire / +14% lightning / +16% cold Massive two-handed swords. |
elemental voratun greatsword of evisceration (179% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Changes resistances penetration: +24% acid / +21% fire / +24% lightning / +24% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel greatsword of amnesia (147% power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +16 Changes resistances penetration: +14% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite greatsword (167% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 167% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +19 (+4 eff.) Changes stats: +7 Con Changes resistances penetration: +19% physical Disarm immunity: +29% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Starstriker Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +4 light When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +8 Str / +2 Dex / +2 Mag / +2 Cun Changes resistances: +26% light Changes damage: +6% fire Grants telepathy: Dragon Maximum mana: +120.00 Infravision radius: +2 Damage Shield penetration: +20% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.elven-wood longbow 'Curepierce' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes stats: +2 Wil Changes resistances: +26% nature Changes resistances penetration: +30% physical Changes damage: +15% mind / +24% physical Mindpower: +14 (+5 eff.) Heals friendly targets nearby when you use a nature summon: +40 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.elven-wood longbow 'Umbrabright' Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +21 acid When wielded/worn: Changes stats: +3 Str / +2 Wil Changes resistances: +9% fire Changes resistances penetration: +20% darkness / +10% fire Changes damage: +30% acid / +3% darkness Grants telepathy: Dragon Demon/Major Demon/Minor Light radius: +3 Infravision radius: +3 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.warden's elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +20.0% Ammo reloads per turn: +8 Changes stats: +9 Mag Changes resistances penetration: +14% temporal / +18% physical Changes damage: +14% temporal / +20% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
elemental voratun longsword of ruin (156% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 156% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +12 Physical crit. chance: +14.0% Changes resistances penetration: +17% acid / +17% fire / +17% lightning / +14% cold Critical mult.: +20.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of amnesia (158% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 158% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Chodramas the Eclipsesaw (151% power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 151% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Armour penetration: +3 Armour: +6 Damage when hit (Melee): 20 darkness Changes resistances: +9% darkness Changes resistances penetration: +30% darkness Changes damage: +9% physical Spell save: +30 (+10 eff.) Mental save: +12 (+3 eff.) Teleport immunity: +25% Life regen: +1.60 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Iselekira the voratun mace (161% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 161% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +55 insidious poison When wielded/worn: Changes stats: +5 Wil / +4 Cun / +8 Con Changes damage: +27% acid / +12% mind Reduces incoming crit damage: 19.00% Light radius: +3 See invisible: +9 Heals friendly targets nearby when you use a nature summon: +60 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.manaburning voratun mace of shearing (160% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 160% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn When wielded/worn: Armour penetration: +15 Changes resistances penetration: +14% physical Changes damage: +15% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Brandrain (105% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 53% chance to disease Damage (Melee): +24 acid Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Effects on melee hit: * 39% chance to corrode armour by 30% * 10% chance to disease Damage when hit (Melee): 20 fire Changes resistances: +18% blight Changes damage: +3% acid / +7% nature / +9% blight Disease immunity: +22% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Emamina the Satyrveil (105% power, 36 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +36 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +66% Burst (radius 2) on crit: +16 nature When wielded/worn: Armour penetration: +4 Armour: +6 Effects on melee hit: * 39% chance to daze at end of turn Changes stats: +5 Con Changes damage: +9% acid / +24% nature Equilibrium when hit: +2.10 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.wyrm's living mindstar of sand (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning / 26 physical / 10 fire / 10 acid / 10 cold Changes resistances: +10% lightning / +29% physical / +10% cold / +10% fire / +9% acid Changes resistances penetration: +16% physical Changes damage: +20% physical Mindpower: +10 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.wyrm's living mindstar of storms (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. The natural wyrm seeks an element. Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 29 lightning / 10 physical / 10 fire / 8 acid / 10 cold Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +30% lightning / +10% physical / +10% cold / +10% fire / +7% acid Changes resistances penetration: +15% lightning Changes damage: +19% lightning Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Glinthue (136% power, 5 apr, lightning element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +12 darkness / +16 blight Burst (radius 2) on crit: +16 blight / +16 darkness When wielded/worn: Defense: +9 (+3 eff.) Effects on melee hit: * 11% chance to blind Changes resistances: +15% light Changes resistances penetration: +15% light Changes damage: +25% lightning / +18% light Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +8 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 108.38 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff 'Sulfursage' (143% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 143% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 nature Burst (radius 2) on crit: +4 temporal When wielded/worn: Damage (Melee): 32 fire Changes resistances: +6% arcane / +6% lightning Changes resistances penetration: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +40.00% Reduces incoming crit damage: 5.00% Physical save: +12 (+4 eff.) Disease immunity: +20% Silence immunity: +20% Disarm immunity: +15% Spellpower: +25 (+7 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding elven-wood magestaff of channeling (136% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Con Changes damage: +25% cold Talent granted: +1 Command Staff Life regen: +1.40 Mana each turn: +0.16 Spellpower: +37 (+10 eff.) Spell crit. chance: +4% Healing mod.: +22% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Belevea the ObsidianbornRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Crit. chance: +0.0% Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Burst (radius 2) on crit: +8 physical Damage conversion: 45% temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +15.0% Changes stats: +2 Con Changes resistances penetration: +5% temporal / +22% physical Changes damage: +3% darkness / +16% physical Talent cooldown: Strafe (-2 turns) Critical mult.: +5.00% Life regen: +0.20 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Byrin the TorchblastRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 mind Attacks use: 2.0 Steam When wielded/worn: Physical crit. chance: +10.0% Changes stats: +3 Str / +3 Dex / +7 Cun Changes resistances penetration: +22% physical Life regen: +1.00 Maximum life: +30.00 Healing mod.: +25% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Xirima the dwarven-steel steamgunRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * 40% chance to corrode armour by 30% Travel speed: +600% Damage (Ranged): +13 acid blind Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +21% acid / +33% physical Changes damage: +17% physical Life regen: +1.60 Damage Shield penetration: +40% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty voratun steamgun of powerRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Crit. chance: +0.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Str Changes resistances penetration: +20% physical Changes damage: +17% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.penetrating voratun steamgun of nature Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +24 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +11% nature / +25% physical Damage Shield penetration: +60% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Stormknave the voratun steamsaw (156% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 156% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +108 Burst (radius 1) on hit: +20 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: -2% Changes stats: +3 Dex / +5 Mag / +5 Wil Changes resistances: +15% nature Talent granted: +3 Block Light radius: +3 See invisible: +6 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.stralite steamsaw (144% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 144% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +74 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.arcing steel waraxe of crippling (118% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 118% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +11 lightning When wielded/worn: Physical crit. chance: +7.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.quick steel waraxe (117% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 117% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +3 Dex One-handed war axes. |
This item will automatically be transmogrified when you leave the level.quick voratun waraxe of rage (156% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 156% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% When wielded/worn: Accuracy: +30 (+8 eff.) Changes stats: +7 Str / +7 Dex Changes damage: +15% physical Stamina when hit: +2.50 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite waraxe (146% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 146% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +24% One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +0 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Hathasin the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% Changes stats: +6 Dex / +5 Wil / +5 Cun / +6 Con / +8 Lck Trap disarming bonus: +20 Stealth bonus: +11 Maximum encumbrance: +0 Spell save: +9 (+3 eff.) Mana when firing critical spell: +3.00 Maximum mana: +40.00 Infravision radius: +5 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.skylord's drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Dex / +5 Wil / +7 Cun Physical save: +20 (+6 eff.) Spell save: +19 (+6 eff.) Mental save: +17 (+4 eff.) A belt that goes around your waist. |
Chamarin (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Str / +5 Con Critical mult.: +26.00% Physical save: +34 (+9 eff.) Mental save: +20 (+5 eff.) Mindpower: +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Giluhad (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +6 Cun / +8 Dex Changes resistances: +45% darkness / +3% light Changes resistances penetration: +37% darkness Changes damage: +50% darkness / +3% arcane Stealth bonus: +48 Physical save: +9 (+3 eff.) Cut immunity: +10% Knockback immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polutira the Duathelblood (13 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +28 (+7 eff.) Defense: +13 (+4 eff.) Fatigue: -9% Damage when hit (Melee): 8 darkness Changes stats: +2 Mag / +6 Wil / +5 Cun Changes resistances: +0% lightning / +17% fire / +18% light / +6% darkness Changes damage: +6% blight Critical mult.: +10.00% Stealth bonus: +11 Stun/Freeze immunity: +0% Maximum life: +84.00 Maximum stamina: +33.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +11% darkness / +13% temporal Spell save: +7 (+2 eff.) Maximum mana: +44.00 Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.silk robe of Linaniil (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Mana each turn: +0.34 Maximum mana: +70.00 Spellpower: +27 (+8 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +10 Con Changes resistances: +16% blight Changes damage: +20% nature Poison immunity: +41% Disease immunity: +34% Life regen: +5.40 Maximum life: +99.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+0 eff.) These boots have a 5% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (138 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (231 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Earymandil the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +4 Wil / +4 Cun Changes damage: +6% blight Life regen: +5.00 Mana when firing critical spell: +5.00 Healing mod.: +26% Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 113% 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. A pair of boots made of leather. |
Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 14 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots of disengagement (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 133% 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. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Stamina each turn: +1.20 Maximum stamina: +35.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.brawler's drakeskin leather gloves of magic (+5) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +6 Mag / +5 Cun Changes damage: +11% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Brodileg' (9 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Armour: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +5 Cun / +7 Dex Changes resistances penetration: +15% mind Critical mult.: +6.00% Physical save: +9 (+3 eff.) Disarm immunity: +0% Healing mod.: +20% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Baruldil the Darksmasher (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness / +7% cold Changes resistances penetration: +25% darkness Changes damage: +12% darkness / +12% light Allows you to breathe in: water Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Wildvagrant the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +17 Str / +8 Dex / +2 Wil / +0 Cun / +5 Con Changes resistances: +12% mind Changes resistances penetration: +5% arcane Changes damage: +3% mind Mental save: +8 (+2 eff.) Light radius: +1 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Skullcracker multiplicator: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.stabilizing rough leather cap of might (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Physical save: +13 (+4 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.warlord's drakeskin leather cap of strength (+16) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +16 Str / +7 Wil Changes resistances: +15% physical Physical save: +9 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.iron mail armour of implacability (2 def, 10 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +7% Physical save: +7 (+2 eff.) A suit of armour made of mail. |
Xanyrin the drakeskin leather armour (5 def, 22 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +22 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes stats: +10 Str Changes resistances: +6% acid / +30% fire / +20% darkness / +37% physical Changes resistances penetration: +5% physical Critical mult.: +20.00% Physical save: +20 (+6 eff.) Spell save: +9 (+3 eff.) Silence immunity: +15% Disarm immunity: +10% Pinning immunity: +5% Life regen: +0.60 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening rough leather armour of Eyal (1 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +5 Cun / +4 Wil Mental save: +13 (+3 eff.) Life regen: +1.60 Maximum life: +51.00 Healing mod.: +14% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's cured leather armour (8 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Fatigue: +7% Changes stats: +5 Str / +6 Dex Physical save: +8 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.elemental quiver of dragonbone arrows of annihilation (20/20, 190% power, 35 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 190% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +21.0% Capacity: 20 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.insidious quiver of dragonbone arrows of purging (22/22, 171% power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 171% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +90 insidious poison / +30 nature Arrows are used with bows to pierce your foes to death. |
4 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. |
2168 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. |
3 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. |
3 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. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Radhinik (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str / +6 Dex Changes resistances: +6% blight Changes resistances penetration: +16% physical Critical mult.: +12.00% Physical save: +30 (+8 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ureblek the voratun pickaxe (dig speed 11 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +8 Changes stats: +4 Str / +6 Mag Changes resistances: +10% darkness / +10% fire / +15% nature / +6% mind Changes resistances penetration: +10% physical Changes damage: +10% nature Physical save: +9 (+3 eff.) Maximum mana: +60.00 Spell crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.voratun pickaxe of wreckage (dig speed 18 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +10 Changes stats: +9 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
3 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 134.42 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 134.42 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Prismstreaker the dwarven lanternInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +11 Cun Changes resistances: +9% light / +3% darkness / +3% all Changes damage: +6% light Critical mult.: +15.00% Spell save: +15 (+5 eff.) Equilibrium when hit: +0.12 Light radius: +0 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
burglar's dwarven lantern of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +11 Cun Changes resistances: +15% darkness Changes damage: +15% light Damage affinity(heal): +5% light Light radius: -3 Infravision radius: +9 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 48.42 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Ivora'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -14% Damage when hit (Melee): 25 fire Changes stats: +1 Dex Changes resistances: +9% fire / +9% cold / +13% darkness / +9% temporal Changes resistances penetration: +15% arcane Changes damage: +14% light Damage affinity(heal): +5% light Light radius: +6 See invisible: +3 Defense after a teleport: +18 Resist all after a teleport: +17% New effects duration reduction after a teleport: +25% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 48.42 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
57 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 695.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing frost salve [power 18] amazing frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 83% efficiency and 118% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 267] amazing healing salve [power 267]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 83% efficiency and 118% cooldown modifier. It can be used to heal 267, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 18] amazing water salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 83% efficiency and 118% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (18% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful fiery salve [power 14] powerful fiery salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 83% efficiency and 118% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (14% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 14] powerful frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 83% efficiency and 118% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
Cleanseblast the pouch of voratun shots (22/22, 170% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 170% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Crit. chance: +20.0% Capacity: 22 On weapon hit: * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Ranged): +20 lightning / +20 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +24 nature When wielded/worn: Shots are used with slings to pummel your foes to death. |
Rhudan the Scaldwish (22/22, 171% power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 171% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 10% chance to crush the target * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +50 physical / +4 darkness / +20 gravity / +28 fire / +4 arcane Burst (radius 1) on hit: +8 fire / +8 arcane / +4 darkness Burst (radius 2) on crit: +4 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.plaguebringer's pouch of stralite shots (20/20, 162% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 162% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease Damage (Ranged): +17 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.plaguebringer's pouch of stralite shots of crippling (23/23, 161% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 161% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +18.5% Capacity: 23 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 15% chance to disease On weapon crit: * cripple the target Damage (Ranged): +17 blight Shots are used with slings to pummel your foes to death. |
sentry's pouch of voratun shots of amnesia (45/45, 181% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 181% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +7.0% Capacity: 45 Turns elapse between self-loadings: 2 On weapon hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Power: 88% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level.webbed dragonbone totem of healing [power 262] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web It can be used to heal a target within range 8 (based on Willpower) for 262, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
This item will automatically be transmogrified when you leave the level.volcanic dragonbone wand of firewall [power 353] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano It can be used to creates a wall of flames lasting 4 turns (dealing 416 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
3 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. |
7 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
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By MadGuns the Cornac Adventurer level 36
50th Pyre 123rd year of Ascendancy at 19:38 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By MadGuns the Cornac Adventurer level 36
56th Regrowth 123rd year of Ascendancy at 23:37 see stats
Arachnophobia (Madness (Adventure) difficulty)
Destroyed the spydric menace.By MadGuns the Cornac Adventurer level 50
49th Pyre 124th year of Ascendancy at 06:04 see stats
Back and there again (Madness (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By MadGuns the Cornac Adventurer level 50
5th Pyre 124th year of Ascendancy at 06:25 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By MadGuns the Cornac Adventurer level 40
2nd Summertide 123rd year of Ascendancy at 03:04 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By MadGuns the Cornac Adventurer level 37
5th Mirth 123rd year of Ascendancy at 05:31 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By MadGuns the Cornac Adventurer level 25
2nd Allure 123rd year of Ascendancy at 14:07 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By MadGuns the Cornac Adventurer level 39
7th Mirth 123rd year of Ascendancy at 19:47 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By MadGuns the Cornac Adventurer level 37
6th Mirth 123rd year of Ascendancy at 06:10 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By MadGuns the Cornac Adventurer level 25
8th Regrowth 123rd year of Ascendancy at 06:27 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By MadGuns the Cornac Adventurer level 50
66th Haze 123rd year of Ascendancy at 10:15 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By MadGuns the Cornac Adventurer level 33
40th Regrowth 123rd year of Ascendancy at 23:54 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By MadGuns the Cornac Adventurer level 10
18th Dusk 122nd year of Ascendancy at 22:49 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By MadGuns the Cornac Adventurer level 20
14th Haze 122nd year of Ascendancy at 10:25 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By MadGuns the Cornac Adventurer level 30
21st Regrowth 123rd year of Ascendancy at 08:41 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By MadGuns the Cornac Adventurer level 40
8th Mirth 123rd year of Ascendancy at 00:47 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By MadGuns the Cornac Adventurer level 50
43rd Haze 123rd year of Ascendancy at 03:55 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By MadGuns the Cornac Adventurer level 50
51st Haze 123rd year of Ascendancy at 10:51 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By MadGuns the Cornac Adventurer level 13
30th Dusk 122nd year of Ascendancy at 18:24 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By MadGuns the Cornac Adventurer level 33
40th Regrowth 123rd year of Ascendancy at 05:59 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By MadGuns the Cornac Adventurer level 24
8th Decay 122nd year of Ascendancy at 08:04 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By MadGuns the Cornac Adventurer level 39
8th Mirth 123rd year of Ascendancy at 00:38 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By MadGuns the Cornac Adventurer level 41
8th Dusk 123rd year of Ascendancy at 09:26 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By MadGuns the Cornac Adventurer level 40
8th Mirth 123rd year of Ascendancy at 02:32 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By MadGuns the Cornac Adventurer level 12
21st Dusk 122nd year of Ascendancy at 16:13 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By MadGuns the Cornac Adventurer level 43
34th Dusk 123rd year of Ascendancy at 07:14 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By MadGuns the Cornac Adventurer level 27
9th Regrowth 123rd year of Ascendancy at 20:36 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By MadGuns the Cornac Adventurer level 18
9th Haze 122nd year of Ascendancy at 21:44 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By MadGuns the Cornac Adventurer level 35
56th Regrowth 123rd year of Ascendancy at 10:49 see stats
Log
Daelach uses Disarm.
MadGuns resists the blow!
Daelach hits MadGuns for 89 physical, 9 fire, 80 physical, 9 acid (189 total damage).
MadGuns hits Daelach for 5 nature, 43 fire, 5 nature, 43 fire (99 total damage).
Daelach's firestorm hits MadGuns for 91 fire damage.
Daelach's darkness area effect hits Daelach for 23 darkness damage.
Daelach's darkness area effect hits MadGuns for 34 darkness damage.
The shield around orc cryomancer crumbles.
Orc cryomancer casts Freeze.
Your hatred grows even as your life fades! (+23 hate)
MadGuns begins rampaging!
Orc cryomancer roars triumphantly.
Orc cryomancer hits MadGuns for 694 cold damage.
MadGuns the level 50 cornac adventurer was frozen and shattered into a million little shards to death by an orc cryomancer on level 1 of Vor Pride.
You have 1 life(s) left.
MadGuns deactivates Intuitive Shots.
You feel your rampage slowing down. (-1 duration)
MadGuns deactivates Essence of Speed.
You feel your rampage slowing down. (-1 duration)
MadGuns deactivates Agile Gunner.
You feel your rampage slowing down. (-1 duration)
MadGuns deactivates Chant of Fortress.
You feel your rampage slowing down. (-1 duration)
MadGuns is no longer rampaging.
MadGuns deactivates Molten Iron Blood.
MadGuns deactivates Beyond the Flesh.
MadGuns deactivates Mitosis.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
























































































































































































