















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Quick Drown NPCs AOE 1.5.10 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 50 / 1677% |
Size | medium |
Lifes / Deaths | Killed by Eilinalramina the elven cultist at level 26 on the 1st Time of Equilibrium 122nd year of Ascendancy at 14:59 4 / 3Killed by Aderewyn the xaren at level 50 on the 38th Haze 122nd year of Ascendancy at 05:14 Killed by orc assassin at level 50 on the 47th Haze 122nd year of Ascendancy at 06:27 |
Primary Stats
Strength | 175 (base 60) |
Dexterity | 157 (base 12) |
Constitution | 84 (base 12) |
Magic | 130 (base 60) |
Willpower | 161 (base 31) |
Cunning | 219 (base 60) |
Resources
Mana | 959/959 |
Life | 1324/1324 |
Paradox | 300 |
Hate | 46/108 |
Equilibrium | 25 |
Vim | 199/351 |
Steam | 100/100 |
Positive | 0/177 |
Stamina | 626/626 |
Psi | 241/241 |
Healing Factor | 1.5370078740157 |
Regeneration | 0.38425196850393 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +73.64265731176% |
Spell | +11.33920596233% |
Global | +145% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 13 |
See Stealth | 76.54813578255 |
See Invisible | 88.548135782554 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 334 |
Accuracy | 110 |
Crit Chance | 176% |
APR | 84 |
Speed | 1.00 |
Offense: Offhand
Damage | 334 |
Accuracy | 110 |
Crit Chance | 176% |
APR | 84 |
Speed | 0.90 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 100% |
Speed | 0.89815621672238 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 86 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Physical | +110% |
Fire | +3% |
Blight | +6% |
Arcane | +3% |
Mind | +32% |
All | 0% |
Offense: Damage Penetration
Lightning | +29% |
Darkness | +28% |
Temporal | +17% |
Blight | +10% |
Physical | +118% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 145.55121162846 (89.117647058824%) |
Defense | 83 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 92 |
Spell Save | 73 |
Mental Save | 109 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 55%( 70%) |
All | + 29%( 70%) |
Darkness | + 67%( 70%) |
Light | + 35%( 70%) |
Temporal | + 65%( 70%) |
Physical | + 37%( 70%) |
Mind | + 48%( 70%) |
Lightning | + 53%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 75% |
Bleed Resistance | 56% |
Confusion Resistance | 50% |
Stun Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 76% |
Blind Resistance | 56% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 957% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 611 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 24.3 steam per turn. Can be activated for an instant burst of 121 steam. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 13 turns. While Heroism is active, you will only die when reaching -1175 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Psionic / Action at a distance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Reflection | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Cosmic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Timetravel | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Void | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Archery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Storm drake aspect | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sol | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Age Manipulation | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Energies | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Chronomancy / Energy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Chronomancy / Manifold | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Dark sustenance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Infestation |
talent | Mitosis |
talent | Weapon Folding |
talent | Agile Gunner |
talent | Automated Cloak Tessellation |
talent | Deflection |
talent | Beyond the Flesh |
talent | Intuitive Shots |
talent | Wild Growth |
talent | Willful Tormenter |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Piercing Ammunition |
talent | Essence of Speed |
talent | Chant of Fortress |
talent | Reality Smearing |
talent | Lacerating Strikes |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You 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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Vorowe the grave wight. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Layama the giant spider. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by TheGunner. Escort: repented thief (level 6 of Dreadfell) | failed |
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 Track (+1 level(s)). | 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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 48. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | 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 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 0.00 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. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 200% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +30.0% Capacity: 54 On weapon hit: * 47% chance to inflict 15% damage reduction On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +4 fire Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +4 darkness / +4 fire When wielded/worn: Ammo reloads per turn: +4 Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +30 Physical power: +20 (+3 eff.) Armour: +4 Defense: +7 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +10 Str / +20 Dex / +29 Cun Changes resistances penetration: +15% physical Talent granted: +5 Iron Grip Physical save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Disarm immunity: +150% Maximum life: +30.00 Maximum stamina: +15.00 Healing mod.: +10% When used to modify unarmed attacks: Power: 162% Range: 1.4x Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +31 Armour Penetration: +35 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +11 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Cun / +19 Wil Changes resistances: +10% cold / +10% temporal Changes damage: +14% mind Critical mult.: +18.00% Maximum life: +30.00 Light radius: +9 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +21 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +6 Wil / +18 Cun / +12 Con / +18 Lck Changes resistances: +12% mind Spell save: +7 (+2 eff.) Mental save: +18 (+3 eff.) Poison immunity: +10% Silence immunity: +20% Spell crit. chance: +8% Mindpower: +6 (+2 eff.) Mental crit. chance: +7% Infravision radius: +4 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +5 Mag / +5 Wil Changes resistances: +24% darkness / +30% temporal / +9% light / +2% physical Changes resistances penetration: +17% temporal / +18% darkness / +15% fire Disease immunity: +15% Silence immunity: +55% Confusion immunity: +50% Stun/Freeze immunity: +50% Stamina each turn: +1.30 Maximum stamina: +29.00 Defense after a teleport: +28 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -10% Changes stats: +10 Str / +11 Dex Changes resistances: +12% temporal Maximum vim: +10.00 Spellpower: +8 (+2 eff.) Lowers spell cool-downs by: 10% Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +24 (+5 eff.) Changes stats: +7 Mag / +10 Wil / +32 Cun Changes resistances: +15% mind Changes resistances penetration: +10% darkness Grants telepathy: Humanoid/Orc Physical save: +17 (+3 eff.) Spell save: +21 (+5 eff.) Mental save: +44 (+8 eff.) Psi when hit: +0.04 Maximum hate: +8.00 Spellpower: +15 (+3 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +24 Wil / +8 Cun Changes damage: +6% blight Physical save: +30 (+6 eff.) Mental save: +50 (+9 eff.) Poison immunity: +10% Disease immunity: +20% Spellpower: +13 (+3 eff.) Mindpower: +13 (+3 eff.) Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +20 Defense: +24 (+5 eff.) Effects on melee hit: * 35% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 12 fire Changes stats: +24 Lck / +7 Mag Changes resistances penetration: +10% fire Changes damage: +18% mind / +3% fire Talent mastery: +0.32 Spell / Nightfall Critical mult.: +20.00% Mana each turn: +0.51 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 107% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +48 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +1 Physical crit. chance: +14.0% Changes stats: +3 Dex / +3 Wil Changes resistances penetration: +47% physical Changes damage: +44% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Physical save: +14 (+3 eff.) Stamina each turn: +0.60 Spell crit. chance: +2% Damage Shield penetration: +60% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +17 Defense: +15 (+3 eff.) Fatigue: -22% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Dex / +6 Cun / +12 Lck Changes resistances: +18% blight Changes resistances penetration: +29% lightning / +10% blight Changes damage: +3% arcane Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +12 Maximum encumbrance: +83 Physical save: +27 (+5 eff.) Infravision radius: +6 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 107% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +48 Crit. chance: +20.0% Attack speed: 111% Firing range: +10 On weapon hit: * 40% chance to blind Travel speed: +800% Burst (radius 1) on hit: +6 arcane / +2 nature Burst (radius 2) on crit: +4 light Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +40% physical Changes damage: +66% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +25 Defense: +21 (+5 eff.) Fatigue: -8% Changes stats: +3 Cun / +4 Dex Changes resistances: +30% lightning / +27% cold / +5% arcane Grants telepathy: Demon/Minor Demon/Major Critical mult.: +30.00% Reduces incoming crit damage: 5.00% Stealth bonus: +13 Physical save: +28 (+6 eff.) Spell save: +27 (+7 eff.) Mental save: +26 (+5 eff.) Stun/Freeze immunity: +50% See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Armour Hardiness: +0% Defense: +26 (+6 eff.) Fatigue: +26% Effects on melee hit: * 35% chance to corrode armour by 30% Damage when hit (Melee): 14 light Changes stats: +20 Str / +12 Dex / +12 Mag / +37 Wil / +29 Cun / +20 Con Changes resistances: +25% blight / +30% darkness Mental save: +58 (+10 eff.) Maximum life: +97.00 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Light radius: +2 A suit of armour made of metal plates. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 233% efficiency and cooldown mod of 65%. 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.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.3 steam per turn. Can be activated for an instant burst of 116 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.. |
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 223.72 physical damage and 213.07 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 608 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 12 turns. While Heroism is active, you will only die when reaching -1144 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 724% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1089% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Armour: +4 Fatigue: -10% Damage when hit (Melee): 4 physical Changes stats: +6 Mag Changes damage: +6% nature / +6% acid Talent masteries: +0.34 Spell / Frost alchemy +0.34 Corruption / Curses Critical mult.: +26.00% Physical save: +15 (+3 eff.) Life regen: +4.50 Mana each turn: +0.52 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -60.00 life Maximum mana: +60.00 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+4 eff.) Changes stats: +2 Mag / +6 Wil / +2 Cun / +18 Lck Changes resistances: +30% mind Changes resistances penetration: +20% fire / +10% temporal Changes damage: +9% fire Grants telepathy: Dragon Talent mastery: +0.37 Chronomancy / Fate Weaving Reduces incoming crit damage: 15.00% Mental save: +14 (+3 eff.) Confusion immunity: +67% Mindpower: +14 (+3 eff.) Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +16 Defense: +22 (+5 eff.) Effects on melee hit: * Slows global speed by 35% Changes stats: +10 Str Changes resistances: +21% lightning Changes resistances cap: +14% all Changes resistances penetration: +15% lightning Changes damage: +6% lightning Physical save: +79 (+14 eff.) Spell save: +20 (+5 eff.) Mental save: +23 (+4 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +37 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 15% chance to blind Changes stats: +2 Str / +1 Dex / +9 Mag Changes resistances: +12% temporal Changes damage: +9% acid / +15% light / +7% darkness Critical mult.: +37.00% Silence immunity: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Fatigue: -8% Changes stats: +10 Str / +20 Dex / +6 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +6% fire / +9% nature / +2% physical Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Talent mastery: +0.40 Spell / Temporal Blindness immunity: +30% Poison immunity: +5% Life regen: +1.50 Stamina each turn: +1.40 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Movement speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+4 eff.) Fatigue: -10% Changes stats: +18 Lck / +6 Wil Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +29% fire Changes damage: +24% fire Mental save: +13 (+2 eff.) Blindness immunity: +40% Confusion immunity: +25% Life regen: +4.50 Mindpower: +15 (+3 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +14 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +13 Mag Changes resistances: +29% lightning Changes resistances penetration: +15% mind Changes damage: +15% blight / +15% fire Critical mult.: +23.00% Physical save: +25 (+5 eff.) Spell save: +24 (+6 eff.) Mental save: +25 (+4 eff.) Stun/Freeze immunity: +45% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +14 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +30 Damage Shield penetration: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +15 Defense: +17 (+4 eff.) Damage when hit (Melee): 4 lightning Changes stats: +16 Mag / +16 Wil / +15 Cun Changes resistances: +6% temporal Changes resistances penetration: +10% acid / +10% temporal Changes damage: +9% acid / +6% temporal Spellpower: +28 (+6 eff.) Mindpower: +15 (+3 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% 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. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +14 (+3 eff.) Changes stats: +21 Mag / +11 Wil Changes resistances penetration: +5% blight Changes damage: +6% arcane Spell save: +30 (+7 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +50% Mana each turn: +0.12 Spellpower: +14 (+3 eff.) Spell crit. chance: +3% 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. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 20 bleed Damage when hit (Melee): 23 light Changes stats: +9 Str / +8 Mag / +18 Cun Changes resistances: +3% light Changes resistances penetration: +20% nature Changes damage: +3% light Blindness immunity: +36% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +15 (+3 eff.) Infravision radius: +5 See stealth: +24 See invisible: +25 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +4 Changes stats: +10 Dex / +8 Mag / +2 Wil / +18 Cun / +1 Con Changes resistances: +6% blight Changes resistances penetration: +10% physical Mental save: +15 (+3 eff.) Silence immunity: +50% Confusion immunity: +50% Mana each turn: +0.40 Mana when firing critical spell: +3.00 Maximum mana: +60.00 Spellpower: +15 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +20 Changes stats: +20 Str / +12 Mag / +8 Cun / +10 Con Changes resistances: +40% darkness Changes damage: +20% darkness / +6% light Reduces incoming crit damage: 17.00% Spellpower: +10 (+2 eff.) Light radius: +2 Infravision radius: +2 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane / 12 fire Changes stats: +10 Mag / +17 Wil / +24 Cun Changes resistances: +6% fire Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +50.00 Maximum mana: +40.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +2% Mindpower: +24 (+5 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +9 Str / +18 Mag / +8 Wil / +16 Cun / +10 Con Spell save: +29 (+7 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +11 Maximum vim: +10.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +4% Mindpower: +15 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 19% chance to cause random gloom * 15% chance to blind Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +14 Mag / +12 Wil / +18 Cun Changes resistances: +1% physical Stun/Freeze immunity: +45% Life regen: +4.10 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +36 (+8 eff.) Healing mod.: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 210.47 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Damage when hit (Melee): 8 arcane / 8 mind Changes stats: +8 Cun / +8 Mag Changes resistances: +18% blight Changes damage: +30% blight / +12% mind / +7% all Disarm immunity: +36% Pinning immunity: +47% Knockback immunity: +48% Maximum life: +48.00 Spellpower: +35 (+7 eff.) Mindpower: +17 (+4 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+4 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +32 Cun / +17 Dex Changes resistances: +9% nature Changes damage: +21% nature / +9% mind Silence immunity: +41% Mana each turn: +0.40 Maximum psi: +20.00 Rings can have magical properties. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 120% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to disease * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Physical crit. chance: +20.0% Physical power: +21 (+3 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Dex Changes damage: +3% blight / +3% temporal Critical mult.: +6.00% Maximum stamina: +10.00 Massive two-handed battleaxes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 107% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +6 Con Changes resistances: +6% temporal Changes resistances penetration: +29% acid / +71% physical Changes damage: +65% physical Talent mastery: +0.30 Wild-gift / Fungus Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Damage Shield penetration: +59% It can be used to regenerate 314 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 164% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+1 eff.) Defense: +21 (+5 eff.) Damage (Melee): 28 fire / 12 % chance of confusion Changes stats: +2 Dex Changes damage: +40% lightning Talent granted: +1 Command Staff Critical mult.: +49.00% Physical save: +6 (+1 eff.) Stamina each turn: +0.40 Mana each turn: +0.38 Maximum life: +40.00 Maximum mana: +87.00 Spellpower: +38 (+8 eff.) Spell crit. chance: +5% See invisible: +18 Damage Shield penetration: +46% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 166% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to disease Burst (radius 1) on hit: +4 nature When wielded/worn: Effects on melee hit: * 18% chance to disease Damage (Melee): 34 fire Changes resistances: +3% nature / +3% blight Changes resistances penetration: +15% nature Changes damage: +42% blight / +6% nature Talent granted: +1 Command Staff Critical mult.: +40.00% Mana each turn: +0.40 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +35.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +5% See invisible: +20 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +29.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 35 fire Changes resistances penetration: +15% light Changes damage: +30% light / +15% temporal Talent granted: +1 Command Staff Critical mult.: +77.00% Spellpower: +26 (+6 eff.) Spell crit. chance: +6% See invisible: +19 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 164% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +13 acid Attacks use: 1.0 Steam When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +6% lightning / +1% physical / +3% temporal / +30% fire / +5% arcane / +6% mind Changes resistances penetration: +15% physical Talent granted: +3 Block Reduces incoming crit damage: 10.00% Mental save: +12 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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! |
![]() 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. Power: 146% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +5.0% 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 This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
![]() Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +18 (+4 eff.) Changes resistances: +12% nature / +25% temporal / +30% darkness / +28% cold Changes resistances penetration: +14% arcane / +10% temporal Changes damage: +14% arcane / +12% nature Critical mult.: +23.00% Physical save: +15 (+3 eff.) Maximum mana: +100.00 Maximum hate: +6.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +6 Str / +6 Con Changes resistances penetration: +15% light / +10% mind Changes damage: +12% light / +3% mind Critical mult.: +30.00% Stealth bonus: +13 Physical save: +43 (+8 eff.) Mental save: +30 (+5 eff.) Only die when reaching: -100.00 life Maximum life: +110.00 Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Changes stats: +10 Mag / +10 Wil Changes resistances: +6% darkness Changes damage: +6% darkness Critical mult.: +20.00% Spell save: +15 (+4 eff.) Mental save: +14 (+3 eff.) Spell crit. chance: +8% Mindpower: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +33 (+7 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes stats: +5 Str / +10 Dex / +4 Cun / +6 Con Changes resistances: +18% lightning / +12% temporal Changes resistances penetration: +15% fire / +5% temporal Talent mastery: +0.40 Technique / Combat training Physical save: +35 (+7 eff.) Spell save: -1 (+0 eff.) Mental save: +25 (+4 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Defense: +18 (+4 eff.) Changes stats: +3 Dex / +8 Mag / +5 Wil / +4 Cun Changes resistances penetration: +15% nature Critical mult.: +29.00% Stealth bonus: +15 Physical save: +15 (+3 eff.) Spell save: +12 (+3 eff.) Maximum mana: +73.00 Maximum hate: +2.00 Mindpower: +6 (+2 eff.) Damage Shield penetration: +59% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 10% chance to disease * 35% chance to inflict 15% damage reduction Changes stats: +4 Dex / +6 Mag / +7 Wil / +4 Cun Changes resistances penetration: +15% arcane Changes damage: +10% arcane Critical mult.: +30.00% Physical save: +14 (+3 eff.) Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +120.00 Maximum vim: +30.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -2% Changes stats: +3 Str / +3 Dex / +10 Mag / +5 Con Changes resistances: +16% acid / +18% physical / +17% fire / +20% cold Changes resistances penetration: +28% physical / +19% darkness / +14% temporal Changes damage: +15% acid / +45% physical / +16% darkness / +11% cold / +19% temporal / +13% fire Talent cooldown: Refit Golem (-4 turns) Maximum hate: +13.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +10 Str / +10 Con Changes resistances: +12% blight / +9% acid Changes damage: +9% physical Maximum encumbrance: +50 Physical save: +50 (+10 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Silence immunity: +40% Confusion immunity: +50% Stun/Freeze immunity: +50% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 blight Changes stats: +2 Cun / +12 Mag Changes resistances penetration: +15% physical Physical save: +14 (+3 eff.) Spell save: +29 (+7 eff.) Mental save: +50 (+9 eff.) Blindness immunity: +10% Cut immunity: +10% Lowers spell cool-downs by: 20% Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 37% chance to blind Damage when hit (Melee): 8 light / 20 temporal Changes stats: +6 Mag / +6 Cun / +6 Con Changes resistances: +6% temporal Changes resistances penetration: +25% temporal Physical save: +37 (+7 eff.) Spell save: +23 (+6 eff.) Mental save: +30 (+5 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -17% Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% acid / +10% physical Changes damage: +6% acid Reduces incoming crit damage: 20.00% Maximum encumbrance: +44 Physical save: +15 (+3 eff.) Silence immunity: +48% Confusion immunity: +46% Stun/Freeze immunity: +47% Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -6% Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +5 Cun Changes resistances penetration: +10% acid Maximum encumbrance: +39 Physical save: +15 (+3 eff.) Life regen: +11.00 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +5% Healing mod.: +53% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 fire Changes stats: +3 Cun Changes resistances: +8% fire Changes damage: +9% blight / +8% fire Disarm immunity: +0% Maximum vim: +50.00 Spell crit. chance: +4% Light radius: +3 See invisible: +6 When used to modify unarmed attacks: Power: 135% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 3). On weapon hit: * 40% chance to disease Burst (radius 2) on crit: +8 blight / +11 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Effects on melee hit: * 35% chance to daze at end of turn Damage (Melee): 19 arcane / 15 nature Changes stats: +11 Str / +10 Mag / +15 Wil / +5 Con Changes resistances: +9% arcane / +10% nature Changes resistances penetration: +5% lightning Changes damage: +17% nature / +6% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% When used to modify unarmed attacks: Power: 157% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +12 fire / +14 arcane / +8 nature Burst (radius 2) on crit: +15 nature It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +29 Armour Hardiness: +12% Damage (Melee): 15 blight Changes stats: +15 Con Changes resistances: +12% physical / +10% blight / +12% fire / +6% mind / +3% temporal Changes damage: +11% blight Critical mult.: +14.00% Spell save: +10 (+3 eff.) Mental save: +14 (+3 eff.) Poison immunity: +25% Disarm immunity: +10% Maximum life: +73.00 Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 169% Range: 1.1x Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 2) on crit: +15 blight / +4 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +14 Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 15 cold Changes stats: +9 Cun / +12 Dex Changes resistances: +10% cold Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +7% cold Critical mult.: +15.00% Mental save: +3 (+1 eff.) Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Spell crit. chance: +19% Mental crit. chance: +20% Light radius: +1 When used to modify unarmed attacks: Power: 159% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +15 Crit. chance: +31.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +15 ice It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Damage (Melee): 19 arcane / 14 temporal Damage (Ranged): 20 temporal Changes stats: +10 Mag / +10 Wil / +4 Cun / +4 Con Changes resistances: +6% acid / +14% temporal / +8% arcane Changes damage: +6% acid / +11% temporal / +12% arcane Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +42% Mana each turn: +0.52 Spellpower: +15 (+3 eff.) Spell crit. chance: +9% When used to modify unarmed attacks: Power: 148% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +16 acid / +36 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +15 Physical crit. chance: +20.0% Armour: +3 Changes stats: +5 Str / +16 Dex / +14 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +25 (+5 eff.) Mental save: +19 (+3 eff.) Disease immunity: +10% Cut immunity: +5% Disarm immunity: +33% Spell crit. chance: +20% Mental crit. chance: +20% See invisible: +15 When used to modify unarmed attacks: Power: 162% Range: 1.1x Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +29 Armour Penetration: +15 Crit. chance: +33.0% Attack speed: 167% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Changes stats: +7 Mag / +17 Wil / +26 Cun Changes resistances: +1% physical Changes damage: +12% blight / +6% temporal Spell save: +13 (+3 eff.) Mental save: +45 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Stamina each turn: +0.40 Mindpower: +5 (+1 eff.) Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 383 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +2 Mag / +9 Wil / +4 Con Changes resistances: +15% blight / +18% cold Allows you to breathe in: water Critical mult.: +20.00% Mental save: +11 (+2 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 189% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +536 On weapon hit: * 30% chance to corrode armour by 30% Damage (Melee): +8 darkness / +8 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Armour: +36 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 acid Damage when hit (Melee): 29 acid / 12 arcane Changes stats: +14 Con Changes damage: +6% darkness Talent granted: +5 Block Physical save: +24 (+5 eff.) Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +323 On weapon hit: * 30% chance to corrode armour by 30% * deal bonus physical damage equal to your armor Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour: +29 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 acid Effects when hit in melee: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 35 acid Changes stats: +1 Wil / +7 Con Changes resistances: +9% blight / +16% temporal / +21% physical Talent granted: +5 Block Physical save: +15 (+3 eff.) Poison immunity: +5% Disarm immunity: +20% Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 204% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +8.0% Block value: +194 On weapon hit: * 27% chance to corrode armour by 30% * 40% chance to inflict 15% damage reduction * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 darkness / +20 nature When wielded/worn: Physical crit. chance: +6.0% Physical power: +12 (+2 eff.) Armour: +22 Armour Hardiness: +9% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 20 nature / 21 acid Changes stats: +3 Str Changes resistances: +20% blight / +20% physical / +20% nature Talent granted: +5 Block Maximum life: +106.00 Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 208% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +206 On weapon hit: * 40% chance to inflict 15% damage reduction * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage (Melee): +4 darkness Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +8 darkness When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+3 eff.) Armour: +18 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +30% acid / +14% physical / +3% light Changes resistances penetration: +5% darkness Changes damage: +3% acid Talent granted: +5 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 35% chance to blind Changes stats: +6 Cun / +3 Str Changes resistances: +12% acid Changes resistances penetration: +10% blight Changes damage: +12% acid / +9% arcane Vim when firing critical spell: +2.00 Maximum life: +40.00 Maximum stamina: +30.00 Lowers spell cool-downs by: 20% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +5 Mag Changes resistances penetration: +15% lightning Reduces incoming crit damage: 10.00% Lowers spell cool-downs by: 10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Cun / +6 Wil Changes resistances: +9% acid / +2% physical / +5% arcane Critical mult.: +18.00% Physical save: +20 (+4 eff.) Spell save: +31 (+8 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +15% Stun/Freeze immunity: +15% Spellpower on spell critical (stacks up to 3 times): +2 Light radius: -1 Infravision radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% nature / +12% fire Changes resistances penetration: +11% all Changes damage: +12% physical Physical save: +30 (+6 eff.) Stamina each turn: +0.40 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 25 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 203% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +19.0% Capacity: 20 On weapon hit: * 47% chance to inflict 15% damage reduction * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing Travel speed: +200% Damage (Ranged): +10 darkness / +20 bleed / +20 mind Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 195% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +27 Crit. chance: +31.0% Capacity: 21 On weapon hit: * 55% chance to gain 10% of a turn (3/turn limit) Travel speed: +400% Damage (Ranged): +17 temporal / +44 mind Burst (radius 2) on crit: +12 mind Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused 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, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By TheGunner the Shalore Adventurer level 33
15th Haze 122nd year of Ascendancy at 23:40 see stats
By TheGunner the Shalore Adventurer level 24
71st Dusk 122nd year of Ascendancy at 19:20 see stats
By TheGunner the Shalore Adventurer level 33
12nd Haze 122nd year of Ascendancy at 01:40 see stats
By TheGunner the Shalore Adventurer level 50
43rd Haze 122nd year of Ascendancy at 02:54 see stats
By TheGunner the Shalore Adventurer level 21
67th Dusk 122nd year of Ascendancy at 03:20 see stats
By TheGunner the Shalore Adventurer level 50
42nd Regrowth 123rd year of Ascendancy at 04:07 see stats
By TheGunner the Shalore Adventurer level 50
40th Haze 122nd year of Ascendancy at 06:53 see stats
By TheGunner the Shalore Adventurer level 33
25th Haze 122nd year of Ascendancy at 13:32 see stats
By TheGunner the Shalore Adventurer level 26
78th Dusk 122nd year of Ascendancy at 22:43 see stats
By TheGunner the Shalore Adventurer level 24
71st Dusk 122nd year of Ascendancy at 18:56 see stats
By TheGunner the Shalore Adventurer level 10
2nd Flare 122nd year of Ascendancy at 19:19 see stats
By TheGunner the Shalore Adventurer level 20
55th Dusk 122nd year of Ascendancy at 21:47 see stats
By TheGunner the Shalore Adventurer level 30
8th Haze 122nd year of Ascendancy at 07:39 see stats
By TheGunner the Shalore Adventurer level 40
25th Haze 122nd year of Ascendancy at 19:05 see stats
By TheGunner the Shalore Adventurer level 50
25th Haze 122nd year of Ascendancy at 19:05 see stats
By TheGunner the Shalore Adventurer level 50
7th Allure 123rd year of Ascendancy at 18:47 see stats
By TheGunner the Shalore Adventurer level 50
50th Regrowth 123rd year of Ascendancy at 01:26 see stats
By TheGunner the Shalore Adventurer level 20
55th Dusk 122nd year of Ascendancy at 22:12 see stats
By TheGunner the Shalore Adventurer level 30
8th Haze 122nd year of Ascendancy at 07:58 see stats
By TheGunner the Shalore Adventurer level 21
67th Dusk 122nd year of Ascendancy at 14:44 see stats
By TheGunner the Shalore Adventurer level 50
40th Haze 122nd year of Ascendancy at 09:10 see stats
By TheGunner the Shalore Adventurer level 11
10th Dusk 122nd year of Ascendancy at 16:39 see stats
By TheGunner the Shalore Adventurer level 24
71st Dusk 122nd year of Ascendancy at 19:20 see stats
By TheGunner the Shalore Adventurer level 50
7th Allure 123rd year of Ascendancy at 18:47 see stats
By TheGunner the Shalore Adventurer level 8
1st Summertide 122nd year of Ascendancy at 10:10 see stats
By TheGunner the Shalore Adventurer level 50
68th Haze 122nd year of Ascendancy at 11:00 see stats
By TheGunner the Shalore Adventurer level 23
71st Dusk 122nd year of Ascendancy at 15:47 see stats
By TheGunner the Shalore Adventurer level 15
31st Dusk 122nd year of Ascendancy at 00:18 see stats
By TheGunner the Shalore Adventurer level 31
10th Haze 122nd year of Ascendancy at 23:09 see stats
Log
Server said: too many entities stored
Saving done.
Error while transfering voratun mail armour 'Shimmersteel' (5 def, 48 armour) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Saving game...
You transfer Girdle of the Calm Waters from the online item's vault.
Saving done.
Saving game...
You transfer voratun mail armour 'Shimmersteel' (5 def, 48 armour) to the online item's vault.
Saving done.
TheGunner deactivates Infestation.
TheGunner deactivates Hymn of Shadows.
TheGunner deactivates Willful Tormenter.
TheGunner deactivates Weapon Folding.
TheGunner deactivates Augmentation.
TheGunner deactivates Deflection.
TheGunner deactivates Agile Gunner.
TheGunner deactivates Intuitive Shots.
TheGunner deactivates Piercing Ammunition.
TheGunner deactivates Essence of Speed.
TheGunner deactivates Beyond the Flesh.
TheGunner deactivates Reality Smearing.
TheGunner deactivates Chant of Fortress.
TheGunner deactivates Mitosis.
TheGunner deactivates Molten Iron Blood.
TheGunner deactivates Lacerating Strikes.
TheGunner tessellates his cloak!
TheGunner deactivates Wild Growth.