














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Sawbutcher |
| Level / Exp | 50 / 3897% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 147 (base 65) |
| Dexterity | 75 (base 8) |
| Constitution | 51 (base 35) |
| Magic | 26 (base 7) |
| Willpower | 98 (base 57) |
| Cunning | 88 (base 58) |
Resources
| Life | 2187/2187 |
| Equilibrium | 57 |
| Steam | 80/80 |
| Healing Factor | 1.7982805429864 |
| Regeneration | 131.97870830521 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 8 |
| See Stealth | 25 |
| See Invisible | 25 |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 99 |
| Crit Chance | 104% |
| APR | 109 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 81 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Light | +30% |
| Mind | +45% |
| Physical | +70% |
| Fire | +27% |
| All | +15% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +43% |
| Arcane | +25% |
| Fire | +28% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 93.08934837382 (81.030927835052%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 37 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 59%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 23%( 70%) |
| All | + 9%( 70%) |
| Physical | + 25%( 70%) |
| Lightning | + 42%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 32%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 58%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.9 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 849% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 211% efficiency and cooldown mod of 86%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 66%. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Mow Down |
| talent | Grinding Shield |
| talent | Antimagic Shield |
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 |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by ritch flamespitter. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Yvona the devourer. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Glorima the skeleton warrior. Escort: worried loremaster (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou 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 Agrimley the hermit in creating an 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 been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 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
| On feet | Boots of the Hunter (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Physical save: +15 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Pinning immunity: +25% Stun/Freeze immunity: +40% Knockback immunity: +25% Teleport immunity: +100% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Tundrapower (24/24, 44-52.8 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 44.0 - 52.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 24 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 19 On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 blight / +21 cold Damage (radius 2) on crit: +8 cold Shots are used with slings to pummel your foes to death. |
| Light source | rip cath baldInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +19 (+4 eff.) Changes stats: +14 Wil Changes resistances: +9% light / +9% fire Changes damage: +15% light Critical mult.: +55.00% Mental save: +15 (+4 eff.) Maximum life: +78.00 Light radius: +5 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+11 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Silence immunity: +0% Light radius: +7 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | Emyba the voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Physical crit. chance: +4.0% Damage when hit (Melee): 8 temporal Changes stats: +3 Str / +5 Mag Changes damage: +21% mind / +15% physical Critical mult.: +26.91% Mental save: +9 (+3 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 Maximum stamina: +26.00 Infravision radius: +4 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | CharsweeperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Damage when hit (Melee): 4 fire Changes damage: +18% physical Critical mult.: +15.00% Stun/Freeze immunity: +24% Life regen: +4.00 Rings can have magical properties. |
| On fingers | Ragikath the FlashrageInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% acid / +3% temporal / +9% darkness / +9% cold / +6% lightning Changes resistances penetration: +15% light Changes damage: +20% acid Life regen: +38.00 Maximum life: +160.00 Light radius: +3 Healing mod.: +40% Rings can have magical properties. |
| Around waist | drakeskin leather belt 'Torchwither' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+3 eff.) Changes stats: +5 Con Changes resistances: +15% fire Changes damage: +9% mind Critical mult.: +25.00% Mental save: +14 (+4 eff.) Hate when firing a critical mind attack: +5.00 Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
| In main hand | Razorlock (25-37.5 power, 44 apr) Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 25.0 - 37.5 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +44 Crit. chance: +25.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Fatigue: +13% Talent granted: +5 Block Critical mult.: +0.00% This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - 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 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+7 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Confusion immunity: +100% Fear immunity: +100% Life regen: +10.00 Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 22 Defense and your attacks will gain 45% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Hirain the Glittergash (12 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +50 (+9 eff.) Armour penetration: +15 Defense: +12 (+3 eff.) Fatigue: -10% Changes stats: +5 Mag Changes resistances: +6% light / +30% lightning Changes resistances penetration: +25% arcane Critical mult.: +29.00% Stealth bonus: +12 Physical save: +13 (+3 eff.) Stun/Freeze immunity: +50% Mana when firing critical spell: +2.60 Hate when firing a critical mind attack: +2.00 Maximum life: +110.00 Maximum stamina: +35.00 Spellpower: +25 (+10 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | okInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +20 Changes stats: +8 Str / +29 Dex / +10 Wil / +3 Cun Changes resistances: +9% nature / +6% cold Critical mult.: +30.00% Mental crit. chance: +7% Amulets can have magical properties. |
Inventory
medical injector implant of the sneak (efficiency 175% / cooldown 54%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 54%. 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.. |
medical injector implant of the sneak (efficiency 159% / cooldown 88%)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 159% efficiency and cooldown mod of 88%. 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.. |
medical injector implant of the warrior (efficiency 186% / 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 186% efficiency and cooldown mod of 73%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 235% / cooldown 92%)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 235% efficiency and cooldown mod of 92%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 10)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 20%; reduction 3; dur 5; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 338; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 338 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; mental, physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 and physical effect and reduce all damage taken by 36% for 2 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 nature talent. |
10 schematic: Healing SalveRequires: - 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! |
Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Blindrot the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 nature Changes stats: +4 Str Changes resistances: +9% blight / +6% cold / +12% darkness / +3% light Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Dreromirand the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +8 Fatigue: -9% Changes resistances penetration: +26% blight Changes damage: +21% temporal Poison immunity: +21% Teleport immunity: +21% Life regen: +5.00 Only die when reaching: -84.29 life Spellpower: +20 (+8 eff.) Amulets can have magical properties. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 373 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 488.22 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
IvunnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Dex / +2 Mag / +8 Wil / +4 Con Changes resistances: +12% nature / +30% fire Stun/Freeze immunity: +20% Amulets can have magical properties. |
Muckhue the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +26% darkness / +6% cold / +21% nature / +30% light Changes damage: +6% nature Mental save: +15 (+4 eff.) Blindness immunity: +86% Confusion immunity: +18% Mindpower: +12 (+3 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
NoonidolCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 6 light Changes stats: +1 Con Changes resistances penetration: +10% physical Talent mastery: +0.10 Steamtech / Chemistry Physical save: +3 (+1 eff.) Amulets can have magical properties. |
copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
stralite amulet 'Filthhue'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 72% Changes stats: +4 Str / +12 Mag / +13 Con Changes damage: +15% nature / +18% lightning Life regen: +4.18 Amulets can have magical properties. |
stralite amulet 'Rothack'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 21% chance to slow global speed by 72% Damage when hit (Melee): 4 arcane / 6 nature Changes stats: +6 Str / +5 Wil Changes resistances: +22% mind Changes damage: +9% physical Mental save: +12 (+3 eff.) Confusion immunity: +58% Mindpower: +12 (+3 eff.) See invisible: +6 Combat speed: +10% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 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 Activation costs 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. |
Boruharaneg the ShadowbaneCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +6% arcane / +9% darkness Changes resistances penetration: +15% acid Changes damage: +12% acid / +9% darkness Mental save: +18 (+5 eff.) Disarm immunity: +92% Confusion immunity: +44% Pinning immunity: +96% Knockback immunity: +97% Maximum life: +100.00 Mindpower: +23 (+5 eff.) Rings can have magical properties. |
DeluromiranInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Defense: +20 (+5 eff.) Changes stats: +8 Str / +10 Cun / +7 Con Changes resistances: +15% blight / +6% temporal / +15% nature / +3% acid Changes resistances penetration: +15% mind Changes damage: +6% mind Mental save: +6 (+2 eff.) Poison immunity: +26% Disease immunity: +29% Maximum psi: +30.00 Mindpower: +10 (+2 eff.) Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Murkroar the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 29% * 10% chance to slow global speed by 72% * 10% chance to reduce damage dealt by 35% Changes stats: +10 Str / +8 Wil / +10 Con Changes resistances: +40% acid / +6% temporal / +6% light / +53% fire / +6% lightning Changes damage: +20% acid / +19% fire / +3% darkness Mental save: +16 (+4 eff.) Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
SingecastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Changes resistances: +15% temporal / +30% fire Changes resistances penetration: +10% temporal / +15% fire Changes damage: +21% fire Rings can have magical properties. |
Stokeobeisance the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Defense: +9 (+2 eff.) Changes resistances: +26% nature / +9% fire Changes resistances penetration: +10% mind Changes damage: +6% fire / +13% nature / +6% mind Life regen: +15.00 Maximum life: +40.00 Healing mod.: +16% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Tempestwither the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 10 lightning Changes resistances: +6% lightning Changes resistances penetration: +25% blight / +15% lightning Changes damage: +27% arcane Spellpower: +8 (+4 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
Urudan the Starsever =20 cm 45 stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +6 Wil Changes resistances penetration: +15% light Critical mult.: +20.00% Physical save: +9 (+2 eff.) Stun/Freeze immunity: +45% Life regen: +9.00 Vim when firing critical spell: +2.00 Maximum mana: +100.00 Rings can have magical properties. |
copper ring 'Arcglamour'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Changes resistances penetration: +10% lightning / +20% darkness Changes damage: +3% nature / +3% lightning Poison immunity: +10% Disease immunity: +10% Rings can have magical properties. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
gladiator's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +14 (+3 eff.) Defense: +14 (+4 eff.) Changes stats: +9 Str / +9 Con Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
gold ring 'Kindleblack'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 72% Changes stats: +6 Cun / +5 Wil Changes resistances: +15% cold / +12% light / +6% temporal Changes damage: +12% light Mindpower: +9 (+2 eff.) Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
savage's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+5 eff.) Life regen: +5.00 Maximum life: +41.00 Maximum stamina: +14.00 Healing mod.: +11% Rings can have magical properties. |
voratun ring 'Blindcut'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 6 acid Changes stats: +8 Str / +16 Con Changes resistances: +9% light / +34% fire Changes resistances penetration: +10% arcane / +5% light Changes damage: +9% arcane / +17% fire Physical save: +16 (+4 eff.) Light radius: +1 Rings can have magical properties. |
warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
warrior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str Life regen: +7.00 Maximum life: +63.00 Healing mod.: +12% Rings can have magical properties. |
Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+6 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Urodor the voratun longsword (42.5-59.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +11 Physical crit. chance: +12.0% Physical power: +11 (+3 eff.) Defense: +10 (+3 eff.) Changes resistances: +6% acid Changes resistances penetration: +11% physical Physical save: +9 (+2 eff.) Disarm immunity: +10% Maximum life: +60.00 Sharp, long, and deadly. |
Loryleneg the voratun mace (46-64.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +26 acid / +26 fire / +21 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +10.0% Changes stats: +5 Wil Changes resistances penetration: +20% acid / +20% fire / +16% nature Changes damage: +9% mind Hate when firing a critical mind attack: +4.00 Mindpower: +5 (+1 eff.) Global speed: +7% Blunt and deadly. |
voratun mace 'Blizzardglamour' (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage Damage (Melee): +21 cold When wielded/worn: Armour penetration: +11 Physical crit. chance: +7.0% Changes stats: +3 Wil Changes resistances: +9% cold Critical mult.: +24.00% Maximum hate: +4.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +2% Blunt and deadly. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+7 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+18 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Aerukan the Voidtrial (16-24 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.0 - 24.0 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage Damage (radius 2) on crit: +12 darkness Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to reduce damage dealt by 35% * 20% chance to reduce all saves and defense by 43 Changes damage: +15% darkness Talent granted: +1 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! |
Belyda the Strikebliss (39-58.5 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +39 (+7 eff.) Physical crit. chance: +11.0% Physical power: +14 (+3 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +9 Str / +5 Dex / +4 Mag / +3 Con Changes damage: +6% lightning / +13% physical Talent granted: +3 Block Mental save: +9 (+3 eff.) Poison immunity: +21% Combat speed: +10% 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! |
Loryrelar the Kilnwhisper (16-24 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 16.0 - 24.0 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +20 Damage (radius 2) on crit: +4 fire Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% On shield block: * Deals 90 light and fire damage to each enemy blocked Changes stats: +1 Cun / +2 Mag Changes resistances: +7% fire / +15% cold / +10% darkness / +17% light Changes resistances penetration: +10% blight Changes damage: +12% blight / +12% light / +12% darkness Talent granted: +1 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! |
Mayidhelaith the Blazegrind (40-60 power, 45 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +45 Crit. chance: +25.0% Attack speed: 100% Block value: +105 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +15 nature Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +10 Physical crit. chance: +9.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Changes damage: +18% lightning Talent granted: +3 Block Critical mult.: +35.00% Infravision radius: +2 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! |
Yarodorion (15-22.5 power, 19 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.0 - 22.5 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +2.0% Attack speed: 100% Block value: +22 Damage Shield penetration (this weapon only): +12% Damage (radius 2) on crit: +16 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +19 (+5 eff.) Fatigue: +6% Changes stats: +2 Con Changes resistances: +12% temporal Changes resistances penetration: +20% physical Changes damage: +6% arcane Talent granted: +1 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! |
balanced stralite steamsaw of physical resistance (+12%) (31.5-47.25 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.5 - 47.3 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +70 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +5 Defense: +20 (+5 eff.) Fatigue: +10% Changes resistances: +12% physical Talent granted: +2 Block Disarm immunity: +28% 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! |
dwarven-steel steamsaw 'Porylravea' (20.5-30.75 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 20.5 - 30.8 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +54 On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +7 Con / +7 Wil Changes resistances: +3% light / +3% mind Changes resistances penetration: +8% physical Talent granted: +2 Block Poison immunity: +10% Maximum life: +10.00 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! |
stralite steamsaw 'Shockkiller' (47-70.5 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 47.0 - 70.5 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +64 On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +12 lightning Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +19.0% Physical power: +26 (+6 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +15% cold Talent granted: +2 Block Mental save: +9 (+3 eff.) Maximum life: +40.00 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! |
voratun steamsaw 'Elotira' (40-60 power, 45 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +45 Crit. chance: +25.0% Attack speed: 100% Block value: +96 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Physical crit. chance: +11.0% Armour: +6 Defense: +19 (+5 eff.) Fatigue: +12% Changes stats: +2 Str / +6 Mag / +2 Wil / +3 Cun Changes resistances penetration: +12% physical Talent granted: +3 Block Critical mult.: +17.00% Disarm immunity: +23% 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! |
voratun steamsaw 'Unlightsaw' (52.5-78.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 52.5 - 78.8 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +108 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to slow global speed by 72% Damage (Melee): 32 lightning Damage when hit (Melee): 18 lightning / 8 darkness Changes resistances: +3% acid / +6% temporal / +3% lightning / +28% fire Talent granted: +3 Block Spell save: +3 (+2 eff.) 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! |
Tempestbone (52-83.2 power, 16 apr) =gg=Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.0 - 83.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 43 On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +30 mind When wielded/worn: Physical crit. chance: +20.0% Physical power: +19 (+4 eff.) Changes stats: +9 Mag / +16 Wil / +7 Cun Changes resistances penetration: +5% lightning Psi when hit: +0.28 Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Spellpower: +17 (+7 eff.) Mindpower: +15 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (42-67.2 power, 13 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+6 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
SamahorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +46 (+12 eff.) Damage when hit (Melee): 8 blight Changes resistances: +12% fire Stealth bonus: +10 Blindness immunity: +20% Disarm immunity: +20% Life regen: +4.00 A belt that goes around your waist. |
Tulymagar the BlastviperInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +1 Str / +2 Wil / +7 Con Changes resistances: +11% lightning / +13% temporal Changes resistances penetration: +10% lightning / +10% physical Critical mult.: +12.00% Mental save: +14 (+4 eff.) Maximum vim: +30.00 Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
TundrastriderInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Cun / +3 Wil Changes resistances: +8% acid / +20% fire / +8% lightning / +17% cold Critical mult.: +20.00% Spell save: +18 (+7 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Torchreek'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +22.0% Damage when hit (Melee): 8 fire Changes stats: +10 Cun / +9 Dex Changes resistances: +14% fire / +6% cold Changes damage: +6% fire Psi when hit: +0.08 Mindpower: +20 (+4 eff.) Mental crit. chance: +28% A belt that goes around your waist. |
noble's rough leather belt of unlife =luikjyutr=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +18% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Splendourumbra'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% light Changes damage: +9% mind Reduces incoming crit damage: 5.00% Maximum life: +30.00 A belt that goes around your waist. |
Goreripper (18 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +18 (+5 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 nature Changes stats: +6 Cun / +6 Wil Changes resistances: +12% darkness / +29% blight / +30% cold / +20% nature / +6% fire Critical mult.: +5.00% Physical save: +9 (+2 eff.) Life regen: +11.00 Equilibrium when hit: +0.08 Mental crit. chance: +8% Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+4 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Ivitta the cashmere cloak (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +4 Cun / +5 Wil Changes resistances: +3% lightning / +6% fire / +6% nature / +3% light Mental save: +8 (+2 eff.) Stun/Freeze immunity: +0% Maximum life: +54.00 Maximum stamina: +19.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Purequench (18 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +18 (+5 eff.) Changes stats: +3 Cun / +11 Wil Changes resistances: +0% lightning / +12% nature / +6% mind Changes damage: +9% mind Critical mult.: +20.00% Physical save: +25 (+6 eff.) Spell save: +23 (+9 eff.) Mental save: +30 (+8 eff.) Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvuta the elven-silk cloak (27 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +27 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +9 Dex / +8 Cun / +2 Con Changes resistances: +20% blight / +3% acid / +17% nature / +6% arcane Physical save: +30 (+8 eff.) Life regen: +11.00 See invisible: +12 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Unroralandil' (13 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +13 Defense: +13 (+3 eff.) Changes stats: +9 Cun / +9 Dex Changes resistances: +2% physical / +15% light / +24% fire / +6% arcane / +28% cold Changes damage: +15% acid Stealth bonus: +15 Disarm immunity: +20% Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Zedor' (3 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +25 Armour: +9 Defense: +3 (+1 eff.) Changes stats: +7 Cun / +10 Dex Changes resistances: +0% lightning / +36% cold / +6% nature / +9% mind Changes damage: +9% mind Critical mult.: +30.00% Stealth bonus: +14 Spell save: +21 (+8 eff.) Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bleakvalor' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +4 Str / +1 Dex / +1 Con Changes resistances: +6% darkness Changes damage: +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
maybe (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Defense: +13 (+3 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to slow global speed by 72% Changes stats: +4 Str / +4 Con Changes resistances: +18% lightning / +3% physical / +25% light / +3% acid / +20% blight / +25% fire / +18% nature / +5% arcane Stealth bonus: +12 Life regen: +9.00 Maximum life: +105.00 Maximum stamina: +40.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthiyaleg (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Armour: +3 Fatigue: +2% Changes resistances: +1% physical Changes damage: +15% physical Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Maximum hate: +6.00 Mental crit. chance: +1% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Jetimmortal the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Changes stats: +6 Lck / +5 Dex Changes resistances: +12% darkness / +3% cold Stealth bonus: +9 Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +10% Teleport immunity: +0% Life regen: +4.00 Only die when reaching: -40.00 life A pair of boots made of leather. |
Kilntrencher (0 def, 3 armour) =15 fire=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Str / +1 Mag Changes resistances: +6% lightning / +6% temporal Changes damage: +15% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of dwarven-steel boots 'Erodeldir' (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +2 Str Reduces incoming crit damage: 15.00% Spell save: +15 (+6 eff.) Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Ivoldathra' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes resistances: +9% acid / +3% physical Maximum encumbrance: +34 Physical save: +10 (+3 eff.) Cut immunity: +20% Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Equilibrium when hit: +0.16 Only die when reaching: -80.00 life Maximum life: +40.00 Mindpower: +30 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Zubema' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +6% light Changes damage: +6% mind Pinning immunity: +20% Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+1 eff.) Infravision radius: +2 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belarawyn the Bolthacker (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 10 fire Changes resistances: +5% arcane Changes resistances penetration: +15% lightning Physical save: +6 (+2 eff.) Spell save: +12 (+5 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +34% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Borithad the Sunhash (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +14.0% Armour: +2 Fatigue: +3% Changes stats: +2 Mag Critical mult.: +31.00% Spell save: +12 (+5 eff.) Disarm immunity: +0% Spellpower: +15 (+7 eff.) Spell crit. chance: +16% Mental crit. chance: +13% Light radius: +3 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Brodidubers the Deepsmonster (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 35% Damage (Melee): 10 fire Changes stats: +4 Str / +3 Wil / +3 Cun / +4 Con Changes resistances: +9% blight / +8% fire / +8% darkness Changes resistances penetration: +20% blight Changes damage: +6% darkness / +11% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +24% Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+6 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 208.15 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 421.69 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
heroic dwarven-steel gauntlets (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Fatigue: +3% Mental save: +7 (+2 eff.) Disarm immunity: +0% Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Alodar (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +35 (+7 eff.) Defense: +3 (+1 eff.) Changes stats: +6 Str Changes resistances: +9% acid / +4% physical / +17% temporal Changes damage: +24% physical Spell save: +12 (+5 eff.) Psi each turn: +0.34 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
Arthygar (0 def, 1 armour) =2 will=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: +2 Str / +1 Dex / +2 Mag / +2 Wil / +4 Con A cap made of leather. |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 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% Light radius: +0 Infravision radius: +3 Sight radius: +1 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steampower: +5 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Eilinathra the Thunderwisp (0 def, 3 armour) =10 will=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Mag / +10 Wil / +5 Con Changes resistances: +14% blight Changes resistances penetration: +10% lightning Changes damage: +18% arcane Spell save: +3 (+2 eff.) Mental save: +16 (+4 eff.) A cap made of leather. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Light radius: +0 Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Mayytta (0 def, 1 armour) =-80=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 blight Changes stats: +2 Cun / +3 Dex Spell save: +6 (+3 eff.) Only die when reaching: -80.00 life Maximum mana: +20.00 Light radius: +0 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A hat made of leather. Very stylish. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Light radius: +0 Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Shimmertrencher (0 def, 4 armour) =4 will=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +4 Wil Changes resistances: +6% blight / +8% physical / +5% arcane Changes resistances penetration: +10% lightning / +25% acid Changes damage: +12% lightning Physical save: +7 (+2 eff.) Spell save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)Requires: - 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: Accuracy: +0 (+0 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Silence immunity: +0% Light radius: +0 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+4 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Tideraptor (12 def, 0 armour) =20 cm=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +30 (+6 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 10 physical Changes stats: +2 Con Changes resistances: +16% physical Changes damage: +6% cold / +16% physical Critical mult.: +20.00% A pointy cloth hat, very wizardly... |
Ulfiregrim (2 def, 0 armour) =7 will=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 10 blight Changes stats: +2 Dex / +7 Wil / +2 Cun Reduces incoming crit damage: 15.00% Physical save: +10 (+3 eff.) A pointy cloth hat, very wizardly... |
Zanakalthodar the Flareoracle (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +6 Con Changes resistances: +6% fire Maximum stamina: +20.00 A hat made of leather. Very stylish. |
hardened leather cap 'Hurotomas' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +6 Fatigue: +3% Changes resistances: +12% darkness Changes resistances penetration: +10% temporal Changes damage: +3% temporal Spell save: +3 (+2 eff.) Silence immunity: +0% Maximum life: +60.00 Light radius: +0 Infravision radius: +3 Healing mod.: +10% A cap made of leather. |
steel mail armour 'Xovea' (2 def, 10 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 0 physical Changes stats: +3 Cun / +4 Wil Changes resistances: +12% arcane Spell save: +24 (+9 eff.) Mental save: +14 (+4 eff.) Only die when reaching: -80.00 life A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Arasessra (0 def, 26 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +14% Changes stats: +10 Str / +2 Cun / +7 Con Changes resistances: +13% acid / +13% physical / +12% lightning / +11% fire / +5% arcane / +13% cold Changes resistances penetration: +10% arcane Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 15.00% Physical save: +12 (+3 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Disarm immunity: +30% Stun/Freeze immunity: +32% Knockback immunity: +40% Life regen: +0.00 Maximum life: +61.00 Light radius: +3 A suit of armour made of metal plates. |
Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Issorek the dwarven-steel plate armour (5 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 0 physical Changes stats: +4 Cun / +5 Wil Changes resistances: +34% lightning / +6% blight Critical mult.: +5.00% Mental save: +10 (+3 eff.) Poison immunity: +20% A suit of armour made of metal plates. |
cleansing steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +5% acid / +6% physical / +5% lightning / +12% blight / +6% cold / +12% nature / +7% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +22% A suit of armour made of metal plates. |
enlightening steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 0 physical Changes stats: +4 Cun / +5 Wil Changes resistances: +6% acid / +8% physical / +7% cold / +6% lightning / +6% fire Talent cooldown: Rush (-5 turns) Mental save: +13 (+4 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Disarm immunity: +21% Stun/Freeze immunity: +20% Knockback immunity: +23% Life regen: +0.00 A suit of armour made of metal plates. |
Corpseriver the iron pickaxe (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 72% Damage when hit (Melee): 4 cold Changes stats: +2 Str Changes resistances: +9% acid Changes resistances penetration: +5% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Brandquencher' (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances: +3% fire Critical mult.: +5.00% Infravision radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
rip cath bald (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +19 (+4 eff.) Changes stats: +7 Str / +6 Dex / +3 Wil / +1 Cun / +4 Con Changes resistances: +6% arcane / +12% fire Critical mult.: +35.00% Psi when hit: +0.24 Light radius: +1 Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Huryrek' (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +11 Armour: +9 Defense: +8 (+2 eff.) Fatigue: -10% Changes stats: +6 Cun / +14 Str Changes resistances: +11% physical / +6% arcane / +9% fire Spell save: +15 (+6 eff.) Infravision radius: +6 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: 4.0 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 +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Xerydhetta' (dig speed 7 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +3 Str / +1 Dex / +9 Cun / +3 Con Changes resistances: +9% lightning / +6% temporal Changes damage: +15% mind / +14% fire Mental save: +15 (+4 eff.) Light radius: +4 Infravision radius: +12 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Barakor the brass lantern =4 will=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Wil Changes resistances penetration: +10% mind Critical mult.: +15.00% Physical save: +6 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +3 Healing mod.: +13% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(149 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Furnacebearer'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 72% Changes resistances: +9% fire Changes resistances penetration: +10% nature / +25% fire Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Himas'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Wil Changes damage: +3% mind Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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) Activation costs 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 Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
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 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 Activation costs 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 (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 349.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 48] amazing fiery salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 211% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (48% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 48] amazing frost salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 211% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 693] amazing healing salve [power 693]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 211% efficiency and 86% cooldown modifier. It can be used to heal 693 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 606] amazing pain suppressor salve [power 606]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 211% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -606 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 48] amazing water salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 211% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (48% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great pain suppressor salve [power 519] great pain suppressor salve [power 519]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 211% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -519 life and reduces all damage by 24% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful fiery salve [power 37] powerful fiery salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 211% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (37% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 37] powerful frost salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 211% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 500] powerful healing salve [power 500]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 211% efficiency and 86% cooldown modifier. It can be used to heal 500 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 37] powerful water salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 211% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (37% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 25] simple frost salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 211% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 308] simple healing salve [power 308]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 211% efficiency and 86% cooldown modifier. It can be used to heal 308 Activation puts Talent Medical Injector on cooldown for 15 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) Activation costs 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. |
perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
Fulaldir the Lightningschism [power 4] (25 cooldown) =silenze=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +24% cold Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +9% cold It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 71. * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Grinusta [power 57] (25 cooldown) =20 stun=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 43 Changes resistances: +9% light / +5% arcane / +15% mind Changes resistances penetration: +15% mind Poison immunity: +20% Stun/Freeze immunity: +20% It can be used to setup a psionic shield, reducing all damage taken by 57 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 36% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Voralrawyn the Phoenixriver [power 370] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 6 arcane / 6 fire Changes stats: +4 Dex / +7 Mag Changes resistances penetration: +25% fire It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 629 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 52% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Eilinegalaith the yew totem of healing [power 320] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% nature / +21% light Blindness immunity: +21% Poison immunity: +20% Silence immunity: +21% Life regen: +4.14 Maximum life: +60.00 Healing mod.: +21% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 72% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+8 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of summon tentacle 'Samondur' [power 375] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Defense: +20 (+5 eff.) Changes stats: +14 Str Changes resistances penetration: +26% blight / +15% physical Physical save: +9 (+2 eff.) Only die when reaching: -60.00 life It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1150 Base Damage: 460 Armor: 49 All Resist: 49 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Earthedge' [power 128] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +8 Defense: +31 (+8 eff.) Damage when hit (Melee): 8 acid Changes resistances: +12% blight / +3% physical / +12% nature Reduces incoming crit damage: 15.52% Confusion immunity: +21% Knockback immunity: +21% Maximum life: +100.00 It can be used to heal yourself and all friendly characters within 10 spaces for 128 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Glintwolf' [power 428] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +7 Physical power: +30 (+6 eff.) Damage when hit (Melee): 6 light Changes stats: +3 Str / +3 Dex Changes resistances: +3% physical It can be used to sting an enemy dealing 492 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 212] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 244 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of stinging [power 272] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 313 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Tundramonster [power 10] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +6 Armour: +4 Changes stats: +5 Str Changes resistances: +4% physical / +5% arcane / +18% cold It can be used to reveal the area around you, dispelling darkness (radius 10, power 49 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xomina the ash wand of lightning storm [power 206] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes damage: +15% acid / +12% blight Critical mult.: +10.00% Maximum mana: +100.00 Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (236 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Anti the Thalore Sawbutcher level 38
33rd Pyre 123rd year of Ascendancy at 03:41 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Anti the Thalore Sawbutcher level 38
31st Pyre 123rd year of Ascendancy at 12:15 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Anti the Thalore Sawbutcher level 32
73rd Regrowth 123rd year of Ascendancy at 01:39 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Anti the Thalore Sawbutcher level 45
59th Dusk 123rd year of Ascendancy at 20:47 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Anti the Thalore Sawbutcher level 50
68th Pyre 124th year of Ascendancy at 09:35 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Anti the Thalore Sawbutcher level 50
1st Decay 123rd year of Ascendancy at 21:16 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Anti the Thalore Sawbutcher level 44
54th Dusk 123rd year of Ascendancy at 07:58 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Anti the Thalore Sawbutcher level 41
2nd Summertide 123rd year of Ascendancy at 02:54 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Anti the Thalore Sawbutcher level 13
41st Dusk 122nd year of Ascendancy at 22:15 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Anti the Thalore Sawbutcher level 49
12nd Haze 123rd year of Ascendancy at 00:35 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Anti the Thalore Sawbutcher level 40
41st Pyre 123rd year of Ascendancy at 14:29 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Anti the Thalore Sawbutcher level 34
20th Pyre 123rd year of Ascendancy at 09:45 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Anti the Thalore Sawbutcher level 50
32nd Pyre 124th year of Ascendancy at 20:48 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Anti the Thalore Sawbutcher level 22
3rd Allure 123rd year of Ascendancy at 11:30 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Anti the Thalore Sawbutcher level 33
8th Pyre 123rd year of Ascendancy at 02:53 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Anti the Thalore Sawbutcher level 41
49th Pyre 123rd year of Ascendancy at 09:39 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Anti the Thalore Sawbutcher level 50
12nd Pyre 124th year of Ascendancy at 04:26 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Anti the Thalore Sawbutcher level 49
12nd Haze 123rd year of Ascendancy at 14:47 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Anti the Thalore Sawbutcher level 50
78th Regrowth 124th year of Ascendancy at 17:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anti the Thalore Sawbutcher level 10
9th Flare 122nd year of Ascendancy at 16:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Anti the Thalore Sawbutcher level 20
63rd Haze 122nd year of Ascendancy at 07:08 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Anti the Thalore Sawbutcher level 30
29th Regrowth 123rd year of Ascendancy at 00:04 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Anti the Thalore Sawbutcher level 40
39th Pyre 123rd year of Ascendancy at 14:08 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Anti the Thalore Sawbutcher level 50
12nd Haze 123rd year of Ascendancy at 14:47 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Anti the Thalore Sawbutcher level 42
8th Flare 123rd year of Ascendancy at 09:29 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Anti the Thalore Sawbutcher level 50
62nd Haze 123rd year of Ascendancy at 14:20 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Anti the Thalore Sawbutcher level 50
2nd Pyre 124th year of Ascendancy at 09:25 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Anti the Thalore Sawbutcher level 50
74th Regrowth 124th year of Ascendancy at 21:25 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Anti the Thalore Sawbutcher level 18
34th Haze 122nd year of Ascendancy at 09:40 see stats
Santassacre! (Insane (Roguelike) difficulty)
Killed the little helper elves after saving them!By Anti the Thalore Sawbutcher level 42
8th Flare 123rd year of Ascendancy at 09:46 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Anti the Thalore Sawbutcher level 49
11st Haze 123rd year of Ascendancy at 19:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Anti the Thalore Sawbutcher level 27
21st Regrowth 123rd year of Ascendancy at 09:05 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Anti the Thalore Sawbutcher level 43
49th Dusk 123rd year of Ascendancy at 03:19 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Anti the Thalore Sawbutcher level 50
32nd Pyre 124th year of Ascendancy at 20:47 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Anti the Thalore Sawbutcher level 41
7th Flare 123rd year of Ascendancy at 15:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Anti the Thalore Sawbutcher level 10
9th Flare 122nd year of Ascendancy at 17:20 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Anti the Thalore Sawbutcher level 50
41st Regrowth 124th year of Ascendancy at 11:41 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Anti the Thalore Sawbutcher level 22
4th Decay 122nd year of Ascendancy at 01:25 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Anti the Thalore Sawbutcher level 50
32nd Pyre 124th year of Ascendancy at 20:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Anti the Thalore Sawbutcher level 10
1st Dusk 122nd year of Ascendancy at 23:25 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Anti the Thalore Sawbutcher level 50
15th Haze 123rd year of Ascendancy at 16:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Anti the Thalore Sawbutcher level 23
7th Allure 123rd year of Ascendancy at 16:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anti the Thalore Sawbutcher level 17
9th Haze 122nd year of Ascendancy at 18:24 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Anti the Thalore Sawbutcher level 37
30th Pyre 123rd year of Ascendancy at 21:28 see stats
Log
Today is the 68th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 10:43.
There is an exit to the worldmap here (press '' or right click to use).
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Anti deactivates Grinding Shield.
Anti deactivates Mow Down.
Anti deactivates Furnace.
Anti deactivates Antimagic Shield.
Anti deactivates Tempest of Metal.
Anti deactivates Overheat Saws.








































































































































































