











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Embers of Rage 1.7.4Official 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 1.7.4Official 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 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Reaver |
| Level / Exp | 38 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinyvena the whitehoof invoker at level 38 on the 46th Retaking 125th year of Ascendancy at 02:55 / 1 |
Primary Stats
| Strength | 65 (base 60) |
| Dexterity | 34 (base 30) |
| Constitution | 17 (base 10) |
| Magic | 68 (base 60) |
| Willpower | 21 (base 10) |
| Cunning | 23 (base 13) |
Resources
| Life | -70/1088 |
| Positive | 147/161 |
| Steam | 100/100 |
| Vim | 0/298 |
| Healing Factor | 1.1929415192739 |
| Regeneration | 15.806475130379 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 20 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 165 |
| Accuracy | 58 |
| Crit Chance | 27% |
| APR | 50 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 124 |
| Accuracy | 58 |
| Crit Chance | 26% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Blight | +6% |
| Arcane | +9% |
| Mind | +13% |
| All | 0% |
| Darkness | +5% |
| Light | +12% |
| Temporal | +19% |
| Physical | +18% |
Offense: Damage Penetration
| Physical | +39% |
| Acid | +40% |
| Temporal | +20% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 5 |
| Physical Save | 33 |
| Spell Save | 36 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 38%( 80%) |
| Blight | + 27%( 70%) |
| Physical | + 55%( 75%) |
| Cold | + 43%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 66%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 36%( 70%) |
| Mind | + 33%( 70%) |
Defense: Immunities
| Disarm Resistance | 90% |
| Teleport Resistance | 100% |
| Stun Resistance | 76% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 24 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 325 damage for 6 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 779% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 439 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 need to have free the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. | active |
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. | active |
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 |
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 |
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. | active |
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. | active |
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 | Wanderer's Rest (4 def, 0 armour) =main=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Physical save: +9 (+5 eff.) Pinning immunity: +114% Knockback immunity: +15% Teleport immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 14/20) : Effective talent level: 3.6 Power cost: 20 out of 14/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Maloregosta the BlazebenderPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 light / 2 temporal Changes resistances: +10% light Changes resistances penetration: +11% all Changes damage: +5% darkness / +6% light Damage affinity(heal): +5% darkness Mental save: +10 (+5 eff.) Light radius: +6 Infravision radius: +3 See stealth: +20 See invisible: +14 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 136.40 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 2/60) : Effective talent level: 1.0 Power cost: 60 out of 2/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =main=Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Talent granted: +4 Iron Grip Disarm immunity: +90% When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 30% Dex, 30% Cun, 50% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | Splendourward [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 42% Changes resistances: +6% light Changes damage: +6% light Light radius: +2 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 44% for 2 turns. * Reduce 1 talent cooldowns by 2. * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 17 Damage (Melee): 7 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 17 Damage (Ranged): 11 physical Changes stats: +7 Cun / +3 Mag Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spellpower: +7 (+2 eff.) 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 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
| On fingers | Gilohor the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes damage: +9% arcane Critical mult.: +10.00% Life regen: +13.00 Vim when firing critical spell: +2.00 Maximum life: +70.00 Maximum hate: +10.00 Maximum psi: +50.00 Maximum vim: +50.00 Healing mod.: +13% Rings make your fingers look great! |
| Around neck | grounding steel amulet of murder =main=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Changes resistances: +11% lightning Critical mult.: +12.00% Stun/Freeze immunity: +26% Amulets make your neck look great! |
| In main hand | elemental voratun longsword of massacre (164% power, 22 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 164% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +21.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 78 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +14% acid Changes damage: +18% acid Sharp, long, and deadly. |
| Around waist | Grinokath the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +15% lightning / +17% temporal / +6% blight Changes damage: +6% blight / +6% temporal Trap disarming bonus: +18 Stealth bonus: +10 Infravision radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
| In off hand | truestriking stralite longsword of massacre (154% power, 21 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 154% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +21 Crit. chance: +20.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +6 Changes resistances penetration: +5% physical Sharp, long, and deadly. |
| Cloak | resilient cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +30% lightning Physical save: +9 (+5 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +50% Only die when reaching: -50.00 life Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | ancient silk robe of the mind (+13%) (0 def, 8 armour) =main=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +8 Fatigue: +1% Damage when hit (Melee): 20 physical Changes stats: +5 Mag Changes resistances: +13% mind / +13% all Changes resistances penetration: +9% temporal / +8% physical Changes damage: +13% temporal / +13% mind / +13% physical Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 127; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 127 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 136; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 586%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 6; phase 20; cd 18)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: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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 spell talent. |
shatter afflictions rune of the psychic (absorb 71; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower 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 spell talent. |
stormshield rune (threshold 2; blocks 5; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 2 up to 5 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.Anigakalthovor the steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Armour: +14 Fatigue: -6% Changes stats: +3 Dex Changes resistances penetration: +10% mind Changes damage: +18% physical Life regen: +2.00 Maximum stamina: +30.00 Amulets make your neck look great! |
Aroremira the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +7 Cun Changes damage: +8% physical Poison immunity: +20% Disease immunity: +20% Hate when firing a critical mind attack: +4.00 Mindpower: +30 (+15 eff.) Combat speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 168 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Emelakira the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +4 Dex / +5 Wil Changes resistances: +4% physical / +14% temporal Changes resistances penetration: +25% blight Changes damage: +6% physical Physical save: +9 (+5 eff.) Pinning immunity: +30% Knockback immunity: +28% Only die when reaching: -40.00 life Amulets make your neck look great! |
Isuta =5con=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 2 arcane Changes stats: +5 Con Blindness immunity: +13% Life regen: +3.00 Maximum vim: +30.00 Spellpower: +15 (+5 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
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 (+4 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? |
gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +60% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 169 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
mindweaver's steel amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 5 light / 7 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 14% * 5% chance to blind Changes stats: +2 Wil Changes damage: +5% light / +8% darkness Mental save: +7 (+3 eff.) Confusion immunity: +12% Mindpower: +7 (+3 eff.) Amulets make your neck look great! |
savior's gold amulet of dexterity (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Physical save: +13 (+7 eff.) Spell save: +16 (+7 eff.) Mental save: +12 (+6 eff.) Amulets make your neck look great! |
ArmuromidirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Defense: +20 (+10 eff.) Changes stats: +3 Mag / +2 Con Changes resistances: +26% light Changes damage: +13% light Only die when reaching: -40.00 life Infravision radius: +3 See invisible: +9 Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 12 light Changes stats: +1 Mag Changes damage: +14% light Rings make your fingers look great! |
wizard's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings make your fingers look great! |
wizard's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel dagger of massacre (129% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 78 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +8% cold Changes damage: +5% cold Sharp, short and deadly. |
steel dagger 'Ninik' (101% power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +7 Cun Changes resistances: +3% temporal Critical mult.: +10.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+5 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stralite dagger of corruption (136% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 4). Sharp, short and deadly. |
dwarven-steel longsword 'Hailguile' (126% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 cold Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +10 fire When wielded/worn: Changes stats: +3 Mag / +3 Cun / +3 Con Changes resistances: +6% cold Changes resistances penetration: +9% fire Infravision radius: +1 Global speed: +5% Sharp, long, and deadly. |
Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
This item will automatically be transmogrified when you leave the level.mighty hardened leather sling of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 65% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +10 lightning When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Str Changes damage: +11% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Urthudin (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +12 Wil / +9 Cun / +4 Con Changes resistances penetration: +15% acid Changes damage: +15% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Maximum mana: +38.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash starstaff 'Mayogabeth' (111% power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +6% Damage when hit (Melee): 10 blight Changes stats: +8 Mag Changes damage: +15% physical Talent granted: +1 Command Staff Physical save: +5 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Emuma the Infernobutcher (115% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 115% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +24 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 temporal Changes resistances: +9% temporal / +19% cold / +12% fire Changes resistances penetration: +25% fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.acidic steel steamsaw of phasing (65% power, 9 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 107% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +2.0% Attack speed: 100% Block value: +25 Damage Shield penetration (this weapon only): +12% Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 4 acid Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Eremugas the Rotspawner (116% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 116% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% acid / +6% darkness / +12% blight / +6% cold / +9% nature Changes resistances penetration: +20% nature One-handed war axes. |
Thundervice the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +8 (+4 eff.) Damage when hit (Melee): 8 fire Changes stats: +3 Con Changes damage: +3% lightning Critical mult.: +15.00% Physical save: +14 (+7 eff.) A belt that goes around your waist. |
Infernoransom the elven-silk cloak (13 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+6 eff.) Changes resistances: +20% fire / +25% light / +15% mind Changes damage: +15% fire Reduces incoming crit damage: 10.00% Stealth bonus: +15 Poison immunity: +20% Silence immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Earilin the woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +7 Wil / +10 Cun / +5 Con Changes resistances: +6% lightning / +9% all Changes resistances penetration: +11% darkness / +7% physical Changes damage: +14% darkness / +12% physical Reduces incoming crit damage: 15.00% Maximum hate: +8.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Duathelbliss' (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +6% darkness Changes damage: +21% physical Critical mult.: +10.00% Infravision radius: +2 A pair of boots made of leather. |
pair of hardened leather boots 'Shimmercrypt' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +5 Cun / +3 Wil Changes damage: +6% lightning Mental save: +6 (+3 eff.) Stamina each turn: +0.50 Only die when reaching: -40.00 life Maximum life: +40.00 Movement speed: +10% A pair of boots made of leather. |
Arthadir the Pitchstake (0 def, 16 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +16 Fatigue: +5% Damage (Melee): 10 physical / 6 fire Changes stats: +4 Str / +2 Dex / +1 Mag / +2 Con Changes resistances: +3% darkness / +8% fire Changes damage: +5% fire / +7% physical Mental save: +15 (+7 eff.) Maximum life: +60.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +10 physical Damage (radius 2) on crit: +9 fire / +11 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Bregolach (0 def, 16 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +16 Damage (Melee): 10 nature Changes stats: +2 Con Changes resistances: +7% nature Changes damage: +6% nature Critical mult.: +10.00% Physical save: +18 (+8 eff.) When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +8 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder When used to modify unarmed attacks: Power: 91% Range: 1.1x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Armour Penetration: +1 Crit. chance: +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) =3dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +23 (+6 eff.) Armour: +3 Changes stats: +3 Dex When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Healbrand' (0 def, 2 armour) =acc=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +8.0% Physical power: +15 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +1 Str / +2 Dex Changes resistances: +6% nature Changes damage: +3% nature Critical mult.: +9.00% Spell crit. chance: +5% Mental crit. chance: +9% When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +18.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
heroic hardened leather gloves of spellstriking (0 def, 5 armour) =spell=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Damage (Melee): 6 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +6% arcane Changes damage: +5% arcane Mental save: +8 (+4 eff.) Maximum life: +55.00 Spellpower: +6 (+2 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +3 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belurain (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Defense: +2 (+1 eff.) Changes resistances: +8% darkness / +19% cold / +5% arcane / +7% physical Changes damage: +12% darkness / +13% cold / +3% arcane / +11% physical Life regen: +3.00 Maximum hate: +10.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
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 (-6 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-4 eff.) Mindpower: -10 (-6 eff.) 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. |
Elawen (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Critical mult.: +20.00% Mana each turn: +0.16 Vim when firing critical spell: +2.00 Spellpower: +25 (+8 eff.) Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Gawe (0 def, 3 armour) =5co=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Changes resistances: +6% mind / +9% blight Changes damage: +9% mind Mental save: +6 (+3 eff.) Cut immunity: +20% Maximum life: +40.00 A hat made of leather. Very stylish. |
Shinevortex (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 fire Changes stats: +7 Dex Changes resistances: +6% light / +9% fire Changes damage: +18% lightning / +9% light Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed drakeskin leather hat of sanctity (0 def, 5 armour) =silence=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str Changes resistances: +12% blight / +5% darkness Spell save: +12 (+5 eff.) Mental save: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 11 light damage to everyone else who enters. The circle lasts 4 turns. A hat made of leather. Very stylish. |
dwarven-steel helm 'Sleetjam' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 temporal Changes stats: +5 Con Changes resistances: +9% temporal Changes resistances penetration: +15% temporal / +15% cold Changes damage: +18% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Midig' (3 def, 0 armour) =15phys=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +15% blight / +5% arcane Changes damage: +15% physical / +11% darkness / +15% blight / +6% light / +21% arcane / +7% temporal Mana each turn: +2.20 Mana when hit: +2.10 Maximum mana: +101.00 Spellpower: +8 (+2 eff.) It can be used to activate talent Manaflow, 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 Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Pyreprophet' (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +4% all Changes resistances penetration: +10% physical / +10% fire Physical save: +11 (+6 eff.) Only die when reaching: -80.00 life A cap made of leather. |
hardened leather hat 'Curestreaker' (6 def, 9 armour) =res/acc=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +10 (+3 eff.) Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 4 nature / 8 physical Changes resistances: +12% acid / +4% all Physical save: +14 (+7 eff.) A hat made of leather. Very stylish. |
warlord's drakeskin leather cap of the depths (0 def, 5 armour) =11res=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Wil Changes resistances: +15% cold / +11% physical Allows you to breathe in: water Physical save: +13 (+7 eff.) A cap made of leather. |
enlightening steel mail armour of command (8 def, 10 armour)Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Mental save: +26 (+12 eff.) A suit of armour made of mail. |
duelist's hardened leather armour of cold resistance (13 def, 10 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +13 (+6 eff.) Fatigue: +8% Changes stats: +4 Cun / +4 Dex Changes resistances: +15% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of clarity (9 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +7% mind Mental save: +13 (+6 eff.) Life regen: +2.90 Stamina each turn: +1.20 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating reinforced leather armour of temporal resistance (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +15% temporal Life regen: +2.30 Stamina each turn: +1.20 A suit of armour made of leather. |
volcanic hardened leather armour of Toknor (9 def, 11 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +11 Defense: +9 (+4 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +13% fire / +14% physical Critical mult.: +12.00% A suit of armour made of leather. |
dwarven-steel plate armour 'Glintmortal' (0 def, 23 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +23 Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +4 Str / +10 Dex Changes resistances: +12% light Reduces incoming crit damage: 10.00% Infravision radius: +3 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.corrosive steel shield of crushing (0 def, 4 armour, 38.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +4 Fatigue: +8% Effects when hit in melee: * 12% chance to reduce armor by 33% Changes stats: +2 Con Changes resistances: +13% acid Talent granted: +1 Block Handheld deflection devices. |
109 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. |
8 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Polena the dwarven-steel pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +3 Defense: +6 (+3 eff.) Fatigue: -6% Changes stats: +7 Str / +2 Wil / +6 Cun Changes resistances: +7% physical Psi when hit: +0.08 Maximum hate: +8.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Rootrigor the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 nature Changes stats: +5 Str Changes resistances: +15% nature Changes resistances penetration: +10% acid / +10% nature Changes damage: +6% lightning / +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
KindleblackInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +6% fire / +5% arcane / +12% light Spell save: +9 (+4 eff.) Maximum life: +46.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's dwarven lantern of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical save: +7 (+4 eff.) Maximum life: +56.00 Light radius: +5 Healing mod.: +21% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +10% light Damage affinity(heal): +5% light Blindness immunity: +31% Confusion immunity: +18% Light radius: +9 See stealth: +7 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.8 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 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. |
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 Casts lasers on spellcast when worn or imbued. 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 Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of stralite shots (23/23, 154% power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 89 physical damage Damage (Ranged): +9 physical Shots are used with slings to pummel your foes to death. |
stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
Splendourvagrant the steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +27% acid / +3% physical / +9% light / +6% cold Changes resistances penetration: +10% blight Life regen: +4.00 Mana when firing critical spell: +2.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
cleansing dwarven-steel torque of psionic shield [power 67] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 67 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
cleansing iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Gleamstun' [power 65] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +2 Defense: +20 (+10 eff.) Changes resistances: +6% darkness / +12% temporal Critical mult.: +10.00% Knockback immunity: +10% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all damage taken by 65 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
innervating elm wand of lightning storm [power 110] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
14 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. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 10
22nd Retaking 124th year of Ascendancy at 21:32 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 12
29th Retaking 124th year of Ascendancy at 12:56 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 30
18th Dearth 124th year of Ascendancy at 03:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 10
22nd Retaking 124th year of Ascendancy at 05:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 20
25th Revenge 124th year of Ascendancy at 03:31 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 30
50th Pain 124th year of Ascendancy at 02:11 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 28
35th Pain 124th year of Ascendancy at 13:12 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 22
1st Pain 124th year of Ascendancy at 22:19 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 35
52nd Remembrance 125th year of Ascendancy at 11:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By :DDDDDDDD BENIS the Kruk Yeti Reaver level 15
41st Retaking 124th year of Ascendancy at 01:26 see stats
Log
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
:DDDDDDDD BENIS casts Rune: Shatter Afflictions.
:DDDDDDDD BENIS recovers sight.
A shield forms around :DDDDDDDD BENIS.
Rune: Shatter Afflictions is still on cooldown for 17 turns.
Rune: Shatter Afflictions is still on cooldown for 17 turns.
:DDDDDDDD BENIS uses Infusion: Regeneration.
:DDDDDDDD BENIS starts regenerating health quickly.
Glotha the whitehoof ghoul bites poison into :DDDDDDDD BENIS.
Your shield crumbles under the damage!
The shield around :DDDDDDDD BENIS crumbles.
:DDDDDDDD BENIS is poisoned!
:DDDDDDDD BENIS HEALS from blight damage!
Melee retaliation hits Glotha the whitehoof ghoul for (19 flat reduction), 0 physical, (10 flat reduction), 0 light, (2 flat reduction), 0 temporal (0 total damage).
Glotha the whitehoof ghoul hits :DDDDDDDD BENIS for (24 absorbed), 2 nature, 25 blight, 13 healing, 52 temporal (81 total damage) [14 healing].
Glotha the whitehoof ghoul receives 10 healing from Ruin.
Poison from Glotha the whitehoof ghoul hits :DDDDDDDD BENIS for 26 nature damage.
Glotha the whitehoof ghoul casts Virulent Strike.
:DDDDDDDD BENIS HEALS from blight damage!
Melee retaliation hits Glotha the whitehoof ghoul for (19 flat reduction), 0 physical, (10 flat reduction), 0 light, (2 flat reduction), 0 temporal, (19 flat reduction), 0 physical, (10 flat reduction), 0 light, (2 flat reduction), 0 temporal, (19 flat reduction), 0 physical, (10 flat reduction), 0 light, (2 flat reduction), 0 temporal, (19 flat reduction), 0 physical, (10 flat reduction), 0 light, (2 flat reduction), 0 temporal (0 total damage).
Glotha the whitehoof ghoul hits :DDDDDDDD BENIS for 99 physical, 25 blight, 14 healing, 54 temporal, 78 physical, 26 blight, 14 healing, 55 temporal, 76 blight, 42 healing, 26 blight, 14 healing, 56 temporal, 43 blight, 24 healing, 27 blight, 15 healing, 58 temporal (630 total damage) [125 healing].
Ruin hits Glotha the whitehoof ghoul for 10 healing, 10 healing, 11 healing, 11 healing (0 total damage) [44 healing].
Eilinyvena the whitehoof invoker uses Assault.
Eilinyvena the whitehoof invoker performs a melee critical strike against :DDDDDDDD BENIS!
Eilinyvena the whitehoof invoker performs a melee critical strike against :DDDDDDDD BENIS!
Eilinyvena the whitehoof invoker hits :DDDDDDDD BENIS for 62 physical damage.
Melee retaliation hits Eilinyvena the whitehoof invoker for (20 flat reduction), 0 physical, (9 flat reduction), 0 light, (2 flat reduction), 0 temporal, (20 flat reduction), 0 physical, (9 flat reduction), 0 light, (2 flat reduction), 0 temporal, (20 flat reduction), 0 physical, (9 flat reduction), 0 light, (2 flat reduction), 0 temporal (0 total damage).
:DDDDDDDD BENIS the level 38 kruk yeti reaver was shattered to death by Eilinyvena the whitehoof invoker on level 2 of Krimbul Territory.













































































































































