Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Embers of Rage 1.4.4Official 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:
Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Gunslinger |
| Level / Exp | 78 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunslinger at level 2 on the 11st Retaking 124th year of Ascendancy at 07:37 0 / 7Killed by Kirach's temporal clone at level 30 on the 16th Dearth 124th year of Ascendancy at 13:43 Killed by Kirach at level 40 on the 41st Destruction 124th year of Ascendancy at 10:29 Killed by High Sun Paladin Aeryn at level 40 on the 41st Destruction 124th year of Ascendancy at 11:38 Killed by Sher'Tul High Priest at level 50 on the 42nd Retaking 125th year of Ascendancy at 03:38 Killed by shadow at level 56 on the 33rd Revenge 125th year of Ascendancy at 17:53 Killed by Glacial Legion at level 73 on the 48th Revenge 125th year of Ascendancy at 00:18 |
Primary Stats
| Strength | 70 (base 29) |
| Dexterity | 125 (base 88) |
| Constitution | 104 (base 88) |
| Magic | 31 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 132 (base 88) |
Resources
| Life | 2568/2568 |
| Stamina | 361/361 |
| Healing Factor | 1.05 |
| Regeneration | 8.1375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +154.00000000002% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 12 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 90 |
| Crit Chance | 86% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 128 |
| Accuracy | 90 |
| Crit Chance | 86% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24.5 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| All | +51% |
Defense: Base
| Armour (hardiness) | 54 (30%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 27 |
| Physical Save | 62 |
| Spell Save | 25 |
| Mental Save | 42 |
Defense: Resistances
| All | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 75% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 212% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 230% efficiency and cooldown mod of 94%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.1 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. |
Class Talents
| Steamtech / Automation | 1.30 |
| 2/5 |
| 1/5 |
| 6/5 |
| 2/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 4/5 |
| 7/5 |
| 7/5 |
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 4/5 |
| 4/5 |
| 7/5 |
| 7/5 |
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 7/5 |
| Steamtech / Gunner training | 1.50 |
| 7/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 7/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 7/5 |
| Race / Whitehooves | 1.00 |
| 7/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| beneficial effect | You have 7 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +15 (+3 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | pouch of voratun shots 'Guziladil' (24/24, 53.5-64.2 power, 6 apr) pouch of voratun shots 'Guziladil' (24/24, 53.5-64.2 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Cun Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 24 On weapon hit: * 71% chance to gain 10% of a turn * 10% chance to crush the target On weapon crit: * wounds the target Damage (Ranged): +8 acid / +4 temporal / +31 gravity / +19 bleed / +24 blight Burst (radius 1) on hit: +24 blight / +8 acid Burst (radius 2) on crit: +4 temporal When wielded/worn: Talent granted: +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | preserving dwarven lantern of illusion preserving dwarven lantern of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +3 Con Changes resistances: +12% blight Changes damage: +25% darkness Physical save: +16 (+4 eff.) Spell save: +14 (+7 eff.) Mental save: +14 (+4 eff.) Life regen: +3.50 Light radius: -1 Infravision radius: +10 See invisible: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (4 def, 15 armour) Steam Powered Helm (4 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +15 Defense: +4 (+2 eff.) Fatigue: +10% Changes stats: +6 Str / +6 Con Changes resistances: +0% mind / +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Light radius: +7 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 14 armour) Steam Powered Gauntlets (0 def, 14 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +14 Changes stats: +7 Str / +7 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Korbek's Spyglass Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | pixie's stralite ring of misery pixie's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +9 Cun / +5 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
| On fingers | painweaver's stralite ring of speed painweaver's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +12 (+2 eff.) Defense: +9 (+3 eff.) Changes damage: +6% all Spellpower: +7 (+1 eff.) Mindpower: +13 (+3 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
| Around neck | Gardanion, the Light of God Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+6 eff.) Mindpower: +40 (+10 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+7 eff.) "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
| In main hand | throat-seeking voratun steamgun of power throat-seeking voratun steamgun of powerRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +48 Physical crit. chance: +20.0% Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +19 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +15% nature / +22% physical Changes damage: +22% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Beilin BeilinCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +3 Str / +6 Dex / +8 Cun / +2 Con Changes resistances penetration: +20% physical Changes damage: +25% acid / +25% physical / +25% blight / +25% fire / +25% nature Physical save: +13 (+3 eff.) Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +16% Light radius: +2 A belt that goes around your waist. |
| In off hand | psychic's voratun steamgun of true shot psychic's voratun steamgun of true shotRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +48 Physical crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +20 mind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +15.0% Changes stats: +9 Cun / +9 Wil Changes damage: +21% mind Mindpower: +10 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Brightcut the elven-silk cloak (4 def, 0 armour) Brightcut the elven-silk cloak (4 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical power: +4 (+1 eff.) Defense: +4 (+2 eff.) Damage when hit (Melee): 20 physical Changes stats: +15 Dex / +12 Cun / +3 Con Changes resistances: +30% lightning / +30% temporal / +28% darkness / +6% light Changes resistances penetration: +20% physical Changes damage: +9% light Stun/Freeze immunity: +50% Healing mod.: +5% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Life Support Suit (12 def, 10 armour) Life Support Suit (12 def, 10 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+4 eff.) Fatigue: +9% Changes resistances: +5% all Talent granted: +1 Life Support Physical save: +25 (+6 eff.) Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 Only die when reaching: -200.00 life You cannot bleed. When you take damage, if your life is under 20%, heal for 30% of your max life. (15 turn cooldown) "We've done it, men. We cured death." |
Inventory
medical injector implant of the wizard (efficiency 125% / cooldown 63%) medical injector implant of the wizard (efficiency 125% / cooldown 63%)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 125% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 12) steam generator implant of the titan (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 11) steam generator implant of the titan (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 63)healing infusion (heal 63) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 63 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
acid wave rune (176 acid damage; dur 5; apply 21) acid wave rune (176 acid damage; dur 5; apply 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 176.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (418 fire damage)heat beam rune (418 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 418.50 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the wizard (range 16; power 47; dur 7)phase door rune of the wizard (range 16; power 47; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 363 for 8 turns)shielding rune (absorb 363 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 363 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 255 for 7 turns) shielding rune (absorb 255 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 255 damage for 7 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 359 for 8 turns)shielding rune (absorb 359 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 359 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 101)teleportation rune (range 101) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 101 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 Ancient Tome titled 'Gems and their uses' 2 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Lisenne the Weepransom Lisenne the WeepransomInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Mag / +8 Wil Changes resistances penetration: +15% nature Physical save: +16 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +31 (+10 eff.) Confusion immunity: +13% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +9 (+2 eff.) Amulets can have magical properties. |
Sulfurbliss the voratun amulet Sulfurbliss the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes resistances: +6% lightning / +5% arcane / +3% nature / +9% light Life regen: +4.50 Amulets can have magical properties. |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Thunderbrand the voratun amulet Thunderbrand the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 darkness / 8 lightning Changes resistances: +27% lightning / +6% darkness Changes damage: +3% lightning Stun/Freeze immunity: +45% Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
archmage's stralite amulet of perfection (0.25 Steamtech / Blacksmith,0.25 Steamtech / Bullets mastery) archmage's stralite amulet of perfection (0.25 Steamtech / Blacksmith,0.25 Steamtech / Bullets mastery)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% acid / +7% fire / +6% cold / +4% lightning Talent masteries: +0.25 Steamtech / Blacksmith +0.25 Steamtech / Bullets mastery Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
gold amulet 'Hurigar' gold amulet 'Hurigar'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Wil Mental save: +11 (+3 eff.) Disarm immunity: +10% Confusion immunity: +19% Stun/Freeze immunity: +15% Teleport immunity: +15% Mindpower: +10 (+2 eff.) Amulets can have magical properties. |
serendipitous gold amulet of manastreaming serendipitous gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +8 (+3 eff.) Changes stats: +11 Lck / +3 Mag Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +26.00 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
stralite amulet 'Aeratta' stralite amulet 'Aeratta'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +3.0% Changes stats: +9 Cun / +3 Str Changes resistances: +6% fire Amulets can have magical properties. |
wanderer's voratun amulet of murder wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Fatigue: -7% Changes stats: +7 Dex / +7 Cun / +9 Con Critical mult.: +17.00% Life regen: +0.90 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
warmaker's stralite amulet of manastreaming warmaker's stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +5 Dex / +2 Mag / +6 Wil Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +35.00 Amulets can have magical properties. |
Amostir AmostirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% acid Spell save: +9 (+4 eff.) Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +24.00 Infravision radius: +3 Rings can have magical properties. |
Arcwasp the steel ring Arcwasp the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +28% fire Changes resistances penetration: +5% darkness Changes damage: +9% lightning / +14% fire / +3% darkness Rings can have magical properties. |
Arolemille the Umbrawitch Arolemille the UmbrawitchInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +26% fire Changes resistances penetration: +10% mind Changes damage: +3% darkness / +13% fire Maximum hate: +6.00 Mindpower: +2 (+0 eff.) Rings can have magical properties. |
Brenabers the Foggrind Brenabers the FoggrindInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes stats: +7 Wil Changes resistances: +12% darkness / +3% temporal Changes resistances penetration: +10% temporal Changes damage: +3% temporal / +3% darkness / +12% mind Mental save: +14 (+4 eff.) Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 88.05 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Natureravager NatureravagerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 arcane Changes stats: +8 Cun / +8 Wil Changes resistances: +5% arcane / +6% nature Changes resistances penetration: +10% nature Changes damage: +6% nature Mindpower: +15 (+4 eff.) Rings can have magical properties. |
gladiator's voratun ring of perseverance gladiator's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +7 Con Stun/Freeze immunity: +35% Life regen: +0.80 Rings can have magical properties. |
marksman's voratun ring of lightning (+34%) marksman's voratun ring of lightning (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +10 Dex Changes resistances: +34% lightning Changes damage: +17% lightning Rings can have magical properties. |
mule's voratun ring of life mule's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Maximum encumbrance: +31 Life regen: +0.50 Maximum life: +100.00 Healing mod.: +23% Rings can have magical properties. |
psionicist's stralite ring of corrosion (+24%) psionicist's stralite ring of corrosion (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% acid Changes damage: +12% acid Mental save: +4 (+1 eff.) Rings can have magical properties. |
rogue's stralite ring of nature (+30%) rogue's stralite ring of nature (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Changes resistances: +30% nature Changes damage: +15% nature Rings can have magical properties. |
rogue's stralite ring of tenacity rogue's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +26% Maximum life: +20.00 Rings can have magical properties. |
rogue's voratun ring of pilfering rogue's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +16 Defense: +33 (+11 eff.) Changes stats: +8 Cun 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 away 4 grids from your target. Rings can have magical properties. |
sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +10 Cun / +10 Dex Life regen: +1.40 Maximum life: +99.00 Healing mod.: +27% Rings can have magical properties. |
solipsist's gold ring of tenacity solipsist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Disarm immunity: +28% Pinning immunity: +29% Knockback immunity: +29% Maximum life: +31.00 Mindpower: +6 (+1 eff.) Rings can have magical properties. |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.30 Maximum life: +45.00 Healing mod.: +14% Rings can have magical properties. |
stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +14 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's voratun ring of life titan's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+3 eff.) Life regen: +1.20 Maximum life: +60.00 Healing mod.: +30% Rings can have magical properties. |
treant's gold ring of speed treant's gold ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+3 eff.) Changes resistances: +7% nature / +8% blight Poison immunity: +12% Disease immunity: +15% Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
treant's stralite ring of life treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +13% blight Poison immunity: +20% Disease immunity: +18% Life regen: +0.90 Maximum life: +76.00 Healing mod.: +11% Rings can have magical properties. |
treant's stralite ring of misery treant's stralite ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +2 Cun Changes resistances: +9% nature / +10% blight Poison immunity: +17% Disease immunity: +15% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
treant's voratun ring of life treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% nature / +13% blight Poison immunity: +18% Disease immunity: +28% Life regen: +1.20 Maximum life: +68.00 Healing mod.: +21% Rings can have magical properties. |
voratun ring 'Morningtouch' voratun ring 'Morningtouch'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 light Changes stats: +8 Cun / +7 Wil Changes resistances: +12% darkness / +9% cold / +27% blight / +3% fire / +28% nature / +6% light Changes resistances penetration: +10% lightning Changes damage: +15% light Spell save: +6 (+3 eff.) Poison immunity: +60% Disease immunity: +58% Mindpower: +15 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic stralite battleaxe of paradox (43-64.5 power, 3 apr)acidic stralite battleaxe of paradox (43-64.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +24 acid / +24 temporal When wielded/worn: Damage when hit (Melee): 24 temporal Changes resistances: +20% temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic voratun battleaxe of corruption (57-85.5 power, 4 apr)acidic voratun battleaxe of corruption (57-85.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +14 acid Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. manaburning stralite battleaxe of torment (43.5-65.25 power, 3 apr)manaburning stralite battleaxe of torment (43.5-65.25 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 31 arcane resource burn * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +19% mind / +19% darkness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. penetrating dragonbone longbow of true flightpenetrating dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +11.0% Changes resistances penetration: +19% physical Damage Shield penetration: +47% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. warden's dragonbone longbowwarden's dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Ammo reloads per turn: +4 Changes stats: +6 Mag Changes resistances penetration: +10% temporal / +15% physical Changes damage: +10% temporal / +15% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. thunderous voratun longsword of rage (42.5-59.5 power, 6 apr)thunderous voratun longsword of rage (42.5-59.5 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to daze When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +10 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% lightning Changes damage: +15% physical Stamina when hit: +1.60 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword of corruption (42-58.8 power, 6 apr)voratun longsword of corruption (42-58.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to curse the target Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun mace of shearing (46-64.4 power, 6 apr)blazebringer's voratun mace of shearing (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +19 fire When wielded/worn: Armour penetration: +15 Changes resistances penetration: +15% physical / +15% fire Changes damage: +15% physical Global speed: +6% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Ulfodutar (42-50.4 power, 6 apr, lightning element)Ulfodutar (42-50.4 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to cause random gloom Burst (radius 1) on hit: +8 temporal When wielded/worn: Changes resistances: +6% light / +9% acid Changes damage: +42% lightning Talent granted: +1 Command Staff Critical mult.: +5.00% Stun/Freeze immunity: +10% Teleport immunity: +35% Only die when reaching: -100.00 life Maximum vim: +10.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood magestaff of might (25-30 power, 5 apr, fire element)cruel elven-wood magestaff of might (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element)lifebinding dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +7 Con Changes damage: +30% blight Talent granted: +1 Command Staff Life regen: +1.70 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +27% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 92.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's elven-wood starstaff of might (25-30 power, 5 apr, light element)void walker's elven-wood starstaff of might (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +13% darkness / +10% temporal Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Defense after a teleport: +29 Resist all after a teleport: +21% New effects duration reduction after a teleport: +36% Reduces paradox anomalies(equivalent to willpower): +19 Staves designed for wielders of magic, by the greats of the art. |
Annihilator AnnihilatorRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Physical crit. chance: +0.0% Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Payload PayloadRequires: - Talent Shoot - Talent Steam Pool Powered by steamtech 6.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +0.0% Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon crit: * Boom. Travel speed: +600% Attacks use: 2.0 Steam "I never really liked that village anyway." - Charlta, Mad Inventor |
psychic's voratun steamgun of cold psychic's voratun steamgun of coldRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Physical crit. chance: +0.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +15 mind / +8 cold Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes damage: +15% mind / +13% cold Mindpower: +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychic's voratun steamgun of power psychic's voratun steamgun of powerRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Physical crit. chance: +0.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +11 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +18% physical Changes damage: +11% mind / +16% physical Mindpower: +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's voratun steamgun of cold strafer's voratun steamgun of coldRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Physical crit. chance: +0.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +10 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Changes damage: +8% cold Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. elemental orite trident of massacre (55-88 power, 13 apr)elemental orite trident of massacre (55-88 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 55.0 - 88.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +20% acid / +21% fire / +21% lightning / +19% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. quick orite trident of crippling (39.5-63.2 power, 13 apr)quick orite trident of crippling (39.5-63.2 power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +19.0% Changes stats: +9 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. quick orite trident of phasing (36-57.6 power, 32 apr)quick orite trident of phasing (36-57.6 power, 32 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +32 Physical crit. chance: +3.5% Attack speed: 111% Damage Shield penetration (this weapon only): +70% When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +9 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. glacial voratun waraxe of ruin (40-56 power, 6 apr)glacial voratun waraxe of ruin (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +30 ice When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Armour: +13 Changes resistances penetration: +13% cold Critical mult.: +20.00% One-handed war axes. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Fatigue: +0% Changes stats: +12 Dex / +10 Cun / +8 Lck Maximum encumbrance: +0 Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 52 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
hardened leather belt 'Pitchcrypt' hardened leather belt 'Pitchcrypt'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +5 Str / +5 Dex / +4 Wil / +5 Cun Changes resistances: +5% arcane / +6% lightning Changes damage: +6% darkness Maximum encumbrance: +0 Physical save: +15 (+3 eff.) Spell save: +38 (+17 eff.) Mental save: +16 (+5 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather belt of burglaryinsulating drakeskin leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +15% fire / +15% cold Trap disarming bonus: +22 Stealth bonus: +11 Infravision radius: +6 A belt that goes around your waist. |
Rogue's Gallery (12 def, 0 armour) Rogue's Gallery (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +10 Cun Changes resistances: +20% nature / +0% lightning Stun/Freeze immunity: +0% On falling below 20% of your max life, releases a cloud of smoke, confusing nearby enemies and giving you stealth and a chance to avoid incoming damage for 5 turns. Activating this item is instant. It can be used to cause the next damage you deal to inflict crippling poison (does not recharge until used), dealing minor poison damage and causing your target to have a 10% chance to fail all talents, costing 12 power out of 12/12. Lined with reactive mechanisms, this cloak is equipped for any situation you might possibly encounter, and several you couldn't possibly encounter! |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Con Changes resistances: +0% lightning Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth Stun/Freeze immunity: +0% It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
This item will automatically be transmogrified when you leave the level. dispeller's silk robe of Angolwen (3 def, 0 armour)dispeller's silk robe of Angolwen (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +10% lightning / +10% darkness / +11% blight / +11% fire / +11% cold / +11% light Physical save: +18 (+4 eff.) Spell save: +35 (+16 eff.) Mental save: +17 (+5 eff.) Silence immunity: +40% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +13 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of darkness (+30%) (5 def, 0 armour)mindwoven elven-silk robe of darkness (+30%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +30% darkness Changes damage: +20% darkness Mental save: +30 (+10 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe (5 def, 0 armour)stormwoven elven-silk robe (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +15% lightning / +13% cold Changes damage: +19% lightning / +15% physical / +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven silk robe (3 def, 0 armour)stormwoven silk robe (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +13% lightning / +13% cold Changes damage: +17% lightning / +12% physical / +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Nightmoon the pair of drakeskin leather boots (22 def, 5 armour)Nightmoon the pair of drakeskin leather boots (22 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +22 (+8 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to daze * Slows global speed by 60% * 30% chance to inflict damage reduction Changes resistances: +9% arcane / +9% darkness Changes damage: +15% darkness Spell save: +9 (+4 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.7 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 42 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of speed (0 def, 4 armour) undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +0 (+0 eff.) Silence immunity: +25% Confusion immunity: +25% Pinning immunity: +0% Stun/Freeze immunity: +36% Knockback immunity: +0% Teleport immunity: +0% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots of uncanny dodging (9 def, 5 armour)wanderer's pair of drakeskin leather boots of uncanny dodging (9 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +5% Changes stats: +6 Cun / +6 Con Physical save: +19 (+4 eff.) Mental save: +21 (+7 eff.) A pair of boots made of leather. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 56.00 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Hettoyantir the drakeskin leather gloves (0 def, 3 armour) Hettoyantir the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Changes resistances: +3% acid Critical mult.: +22.00% Hate when firing a critical mind attack: +1.00 Spell crit. chance: +11% Mindpower: +4 (+1 eff.) Mental crit. chance: +19% Heals friendly targets nearby when you use a nature summon: +20 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
heroic drakeskin leather gloves of regeneration (0 def, 8 armour) heroic drakeskin leather gloves of regeneration (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Mental save: +10 (+3 eff.) Life regen: +4.90 Stamina each turn: +0.70 Psi each turn: +0.32 Maximum life: +72.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-3 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Spellpower: +0 (+0 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Movement speed: +0% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
This item will automatically be transmogrified when you leave the level. voratun mail armour 'Brodaldir' (5 def, 10 armour)voratun mail armour 'Brodaldir' (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * 45% chance to corrode armour * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 acid / 8 blight / 12 light / 4 arcane Changes stats: +9 Wil Changes resistances: +30% blight / +26% darkness Changes resistances penetration: +15% arcane Changes damage: +9% acid / +12% blight Light radius: +2 A suit of armour made of mail. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level. impervious voratun shield of radiance (12 def, 14 armour, 322.5 block)impervious voratun shield of radiance (12 def, 14 armour, 322.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 31% chance to blind Changes stats: +6 Mag / +14 Con Changes resistances: +16% light Talent granted: +5 Block Physical save: +14 (+3 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded voratun shield of mind resistance (+15%) (12 def, 3 armour, 194 block)warded voratun shield of mind resistance (+15%) (12 def, 3 armour, 194 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +15% mind Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +4 cold Talents granted: +1 Ward +5 Block Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. sentry's quiver of elm arrows of accuracy (41/49, 17-23.8 power, 9 apr)sentry's quiver of elm arrows of accuracy (41/49, 17-23.8 power, 9 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 17.0 - 23.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +9 Physical crit. chance: +1.0% Capacity: 49 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
328 alchemist agate 328 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's dwarven-steel pickaxe (dig speed 24 turns) sapper's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +2 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade 11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 283 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+1 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Mech) Yeti's Muscle Tissue (Mech)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
18 bloodstone 18 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 ruby 18 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 69] amazing fiery salve [power 69]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 230% efficiency and 94% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (69% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 69] amazing frost salve [power 69]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 230% efficiency and 94% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (69% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 826] amazing healing salve [power 826]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 230% efficiency and 94% cooldown modifier. It can be used to heal 826, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 723] amazing pain suppressor salve [power 723]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 230% efficiency and 94% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -723 life and reduces all damage by 30% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 287] amazing unstoppable force salve [power 287]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 230% efficiency and 94% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 287 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 69] amazing water salve [power 69]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 230% efficiency and 94% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (69% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
This item will automatically be transmogrified when you leave the level. Starkarma the pouch of voratun shots (22/22, 64-76.8 power, 10 apr)Starkarma the pouch of voratun shots (22/22, 64-76.8 power, 10 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +24.0% Capacity: 22 On weapon hit: * 40% chance to blind * 20% chance to curse the target On weapon crit: * cripple the target Travel speed: +300% Damage (Ranged): +20 blight / +16 light / +16 darkness Burst (radius 1) on hit: +8 arcane / +22 fire Burst (radius 2) on crit: +12 light When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
Thundercrack (8/16, 35-42 power, 8 apr) Thundercrack (8/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. When wielded/worn: Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
high-capacity pouch of stralite shots of wind (45/45, 42-50.4 power, 5 apr) high-capacity pouch of stralite shots of wind (45/45, 42-50.4 power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 45 On weapon hit: * 10% chance to create an air burst Travel speed: +200% When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
inquisitor's pouch of voratun shots of wind (23/25, 52-62.4 power, 6 apr) inquisitor's pouch of voratun shots of wind (23/25, 52-62.4 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 25 On weapon hit: * 10% chance to create an air burst On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +24 manaburn arcane When wielded/worn: Shots are used with slings to pummel your foes to death. |
insidious pouch of voratun shots of annihilation (18/18, 63.5-76.2 power, 15 apr) insidious pouch of voratun shots of annihilation (18/18, 63.5-76.2 power, 15 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 63.5 - 76.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +16.0% Capacity: 18 Travel speed: +200% Damage (Ranged): +59 insidious poison When wielded/worn: Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of stralite shots of corruption (17/17, 42.5-51 power, 5 apr) plaguebringer's pouch of stralite shots of corruption (17/17, 42.5-51 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 17 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease * 20% chance to curse the target Damage (Ranged): +33 blight / +17 darkness Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Kilnreaper' (17/17, 53.5-64.2 power, 14 apr) pouch of stralite shots 'Kilnreaper' (17/17, 53.5-64.2 power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Physical crit. chance: +11.5% Capacity: 17 On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +14 darkness / +12 blight / +10 bleed / +8 arcane / +4 fire Burst (radius 2) on crit: +16 fire Damage against: +12% Living When wielded/worn: Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Silabrenor' (22/22, 52-62.4 power, 6 apr) pouch of voratun shots 'Silabrenor' (22/22, 52-62.4 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * 40% chance to corrode armour Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +4 mind / +4 acid When wielded/worn: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of persecution (10/16, 42-50.4 power, 5 apr) psychokinetic pouch of stralite shots of persecution (10/16, 42-50.4 power, 5 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 16 On weapon hit: * disrupts spell-casting * 10% chance to knock the target back Damage (Ranged): +29 physical Damage against: +11% Unnatural When wielded/worn: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of warping (17/17, 45.5-54.6 power, 5 apr) psychokinetic pouch of stralite shots of warping (17/17, 45.5-54.6 power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 17 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target * 10% chance to knock the target back Damage (Ranged): +13 temporal / +36 physical When wielded/worn: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of daylight (22/22, 54.5-65.4 power, 6 apr) psychokinetic pouch of voratun shots of daylight (22/22, 54.5-65.4 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +15 light / +26 physical Damage against: +18% Undead Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of gravity (22/22, 55.5-66.6 power, 6 apr) psychokinetic pouch of voratun shots of gravity (22/22, 55.5-66.6 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * 10% chance to crush the target * 10% chance to knock the target back Damage (Ranged): +8 gravity / +50 physical Shots are used with slings to pummel your foes to death. |
Brain Flare Brain FlarePowered by steamtech 0.00 Encumbrance. [Unique] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes resistances: +35% mind Talent granted: +4 Mind Crush Mental save: +20 (+6 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
crude flash powder crude flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +12 Physical crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +12 Physical crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel toxic cannister launcher dwarven steel toxic cannister launcherPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell good explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good focus lens good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell good magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating good thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Burst (radius 1) on hit: +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating good thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Burst (radius 1) on hit: +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
great moss tread great moss treadPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +4 Moss Tread Stealth bonus: +8 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft antimagic shell mastercraft antimagic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +4 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft saw shell mastercraft saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunder grenade mastercraft thunder grenadePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Talent granted: +4 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
perfect flare shell perfect flare shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Flare Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect incendiary groove perfect incendiary groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
perfect toxic shell perfect toxic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Toxic Shell Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite back support stralite back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -16% Maximum encumbrance: +40 Tinkers can be attached to normal items to improve them with steam power! |
stralite fatal attractor stralite fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun viral needlegun voratun viral needlegunPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
well-made antimagic shell well-made antimagic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell well-made explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made hook shell well-made hook shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made saw shell well-made saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
quick stralite torque of psychoportation [power 36] (24 cooldown) quick stralite torque of psychoportation [power 36] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. natural elven-wood totem of thorny skin [power 69] (20 cooldown)natural elven-wood totem of thorny skin [power 69] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 13 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 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. |
15 diamond 15 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl 13 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 amber 12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold
Buy an item from an AAA.By Kirach the Whitehoof Gunslinger level 2
11st Retaking 124th year of Ascendancy at 14:57 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Kirach the Whitehoof Gunslinger level 11
44th Retaking 124th year of Ascendancy at 07:02 see stats
Ay ay captain!
Turn into a pirate!By Kirach the Whitehoof Gunslinger level 41
42nd Destruction 124th year of Ascendancy at 15:10 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Kirach the Whitehoof Gunslinger level 37
49th Loss 124th year of Ascendancy at 18:43 see stats
Do not go gentle into that good night
Trapped John.By Kirach the Whitehoof Gunslinger level 45
51st Destruction 124th year of Ascendancy at 23:00 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Kirach the Whitehoof Gunslinger level 38
51st Loss 124th year of Ascendancy at 15:16 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Kirach the Whitehoof Gunslinger level 47
14th Remembrance 125th year of Ascendancy at 08:44 see stats
Exterminator
Killed 1000 creatures.By Kirach the Whitehoof Gunslinger level 32
27th Dearth 124th year of Ascendancy at 15:37 see stats
Fear me not!
Survived the Fearscape!By Kirach the Whitehoof Gunslinger level 18
36th Revenge 124th year of Ascendancy at 21:51 see stats
Imp'ing Away
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Kirach the Whitehoof Gunslinger level 50
42nd Retaking 125th year of Ascendancy at 13:15 see stats
Infinite x80
Got to level 80 of the infinite dungeon.By Kirach the Whitehoof Gunslinger level 63
40th Revenge 125th year of Ascendancy at 00:30 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Kirach the Whitehoof Gunslinger level 61
37th Revenge 125th year of Ascendancy at 08:49 see stats
Level 10
Got a character to level 10.By Kirach the Whitehoof Gunslinger level 10
26th Retaking 124th year of Ascendancy at 16:46 see stats
Level 20
Got a character to level 20.By Kirach the Whitehoof Gunslinger level 20
43rd Revenge 124th year of Ascendancy at 23:29 see stats
Level 30
Got a character to level 30.By Kirach the Whitehoof Gunslinger level 30
43rd Pain 124th year of Ascendancy at 01:09 see stats
Level 40
Got a character to level 40.By Kirach the Whitehoof Gunslinger level 40
14th Destruction 124th year of Ascendancy at 04:52 see stats
Level 50
Got a character to level 50.By Kirach the Whitehoof Gunslinger level 50
37th Retaking 125th year of Ascendancy at 08:19 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Kirach the Whitehoof Gunslinger level 36
25th Loss 124th year of Ascendancy at 22:38 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By Kirach the Whitehoof Gunslinger level 30
16th Dearth 124th year of Ascendancy at 22:04 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Kirach the Whitehoof Gunslinger level 50
37th Retaking 125th year of Ascendancy at 09:50 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Kirach the Whitehoof Gunslinger level 30
43rd Pain 124th year of Ascendancy at 06:30 see stats
Size is everything
Did over 1500 damage in one attack.By Kirach the Whitehoof Gunslinger level 36
25th Loss 124th year of Ascendancy at 22:37 see stats
Size matters
Did over 600 damage in one attack.By Kirach the Whitehoof Gunslinger level 30
16th Dearth 124th year of Ascendancy at 14:15 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Kirach the Whitehoof Gunslinger level 50
42nd Retaking 125th year of Ascendancy at 07:08 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Kirach the Whitehoof Gunslinger level 42
44th Destruction 124th year of Ascendancy at 11:04 see stats
The bigger the better!
Did over 3000 damage in one attack.By Kirach the Whitehoof Gunslinger level 50
50th Retaking 125th year of Ascendancy at 03:05 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Kirach the Whitehoof Gunslinger level 22
52nd Revenge 124th year of Ascendancy at 00:11 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Kirach the Whitehoof Gunslinger level 33
37th Dearth 124th year of Ascendancy at 18:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kirach the Whitehoof Gunslinger level 14
9th Revenge 124th year of Ascendancy at 14:25 see stats
True Savior
Freed all the Orc Prides without killing a single mind-controlled orc.By Kirach the Whitehoof Gunslinger level 30
43rd Pain 124th year of Ascendancy at 06:30 see stats
Log
A bolt of ice blasts onto Kirach!
Ran for 2 turns (stop reason: taken damage).
Trap hits Kirach for (70 resist armour), 226 cold (226 total damage).
Kirach picks up ( .): insulating drakeskin leather belt of burglary.
Kirach picks up (6.): lifebinding dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element).
Kirach picks up ( .): pearl.
Kirach picks up ( .): natural elven-wood totem of thorny skin [power 69] (20 cooldown).
Kirach picks up ( .): stormwoven elven-silk robe (5 def, 0 armour).
Kirach fails to disarm a trap (trap).
A bolt of ice blasts onto Kirach!
Kirach shrugs off the effect 'Frozen'!
Trap hits Kirach for (70 resist armour), 226 cold (226 total damage).
Resting starts...
Rested for 21 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 20 turns (stop reason: at exit).
Kirach tessellates his cloak!
Kirach deactivates Agile Gunner.
Kirach deactivates Embedded Restoration Systems.
Kirach deactivates his cloak's restoration systems.
