Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
Sex | Female |
Race | Orc |
Class | Annihilator |
Level / Exp | 36 / 30% |
Size | medium |
Lifes / Deaths | Killed by dreaming horror at level 15 on the 44th Retaking 124th year of Ascendancy at 05:13 0 / 10Killed by Xerusema the orc necromancer at level 29 on the 7th Pain 124th year of Ascendancy at 08:46 Killed by High Sun Paladin Aeryn at level 32 on the 11st Dearth 124th year of Ascendancy at 18:06 Killed by Isogalaith the sun paladin at level 33 on the 12nd Dearth 124th year of Ascendancy at 10:43 Killed by mecharachnid (servant of Eilinoma) at level 33 on the 12nd Dearth 124th year of Ascendancy at 14:05 Killed by mecharachnid (servant of Eilinoma) at level 34 on the 13rd Dearth 124th year of Ascendancy at 01:38 Killed by ritch flamespitter at level 35 on the 13rd Dearth 124th year of Ascendancy at 18:30 Killed by mecharachnid (servant of Eilinoma) at level 35 on the 13rd Dearth 124th year of Ascendancy at 21:31 Killed by mecharachnid (servant of Eilinoma) at level 36 on the 14th Dearth 124th year of Ascendancy at 02:46 Killed by Xowyn the sunwall guard at level 36 on the 14th Dearth 124th year of Ascendancy at 02:48 |
Primary Stats
Strength | 40 (base 13) |
Dexterity | 67 (base 60) |
Constitution | 38 (base 21) |
Magic | 9 (base 10) |
Willpower | 11 (base 10) |
Cunning | 96 (base 60) |
Resources
Life | -407/874 |
Steam | 106/106 |
Healing Factor | 1.9155430374205 |
Regeneration | 39.130123840893 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +29% |
Spell | 0% |
Global | +110.31638663509% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 21 |
See Invisible | 33 |
Offense: Mainhand
Damage | 83 |
Accuracy | 45 |
Crit Chance | 45% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 48 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Light | +41% |
All | 0% |
Physical | +8% |
Mind | +27% |
Nature | +8% |
Offense: Damage Penetration
Lightning | +15% |
Light | +30% |
Nature | +25% |
Physical | +30% |
Cold | +32% |
All | +5% |
Defense: Base
Armour (hardiness) | 57.08934837382 (81.151787968034%) |
Defense | 53 |
Ranged Defense | 58 |
Fatigue | 40 |
Physical Save | 46 |
Spell Save | 21 |
Mental Save | 47 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 40%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 9%( 70%) |
Physical | + 4%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 58%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Pinning Resistance | 39% |
Instadeath Resistance | 100% |
Confusion Resistance | 32% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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. | active |
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. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | 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 |
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 |
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. | active |
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 | Bearak the pair of voratun boots (0 def, 14 armour) Bearak the pair of voratun boots (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% cold / +6% mind / +3% darkness Mental save: +13 (+4 eff.) Pinning immunity: +20% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | pouch of stralite shots 'Zerutar' (21/21, 161% power, 5 apr) pouch of stralite shots 'Zerutar' (21/21, 161% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 162% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 21 On weapon hit: * 20% chance to reduce all saves and defense by 35 * 10 arcane resource burn * 20% chance to slow global speed by 63% On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 mind Damage (radius 1) on hit: +16 mind When wielded/worn: Talent granted: +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Mirehue the dwarven lantern Mirehue the dwarven lantern Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 10 nature Changes resistances: +6% light Changes resistances penetration: +20% nature Changes damage: +15% mind / +20% light Mental save: +11 (+3 eff.) Light radius: +10 See stealth: +21 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
On hands | Charbrace (0 def, 3 armour) Charbrace (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +9 Cun / +2 Dex Changes resistances: +9% fire Talent granted: +1 Sand Shredder Reduces incoming crit damage: 15.00% Life regen: +7.00 Stamina each turn: +1.60 Maximum stamina: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Dairaderand the voratun pickaxe (dig speed 18 turns) Dairaderand the voratun pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+3 eff.) Changes stats: +8 Str Changes resistances: +1% physical Changes resistances penetration: +25% physical Mental save: +13 (+4 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Runedas RunedasInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun Mental save: +14 (+4 eff.) Confusion immunity: +32% Light radius: +2 See invisible: +18 Rings make your fingers look great! |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +9 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | stormbringer's stralite steamgun of piercing stormbringer's stralite steamgun of piercing Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 On weapon hit: * splashes acid on your target dealing 84 damage and reducing their armor Travel speed: +600% Damage (radius 2) on crit: +24 lightning / +20 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +7 Changes resistances penetration: +10% lightning / +17% cold / +5% all Movement speed: +29% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Galeripper Galeripper Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +13 (+4 eff.) Fatigue: -12% Changes resistances: +6% lightning / +3% light / +9% blight / +3% cold / +5% arcane Critical mult.: +7.00% Stealth bonus: +10 Maximum encumbrance: +30 Maximum life: +46.00 A belt that goes around your waist. |
In off hand | Fire Dragon Shield (17 def, 10 armour, 170% power, 220 block) Fire Dragon Shield (17 def, 10 armour, 170% power, 220 block)Requires: - Shield usage training - Cunning 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stat: 100% Cun Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +10 Defense: +17 (+5 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | Nerolebrelaith the Glareworm (3 def, 0 armour) Nerolebrelaith the Glareworm (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 light Changes resistances: +18% blight / +10% cold / +26% nature Changes resistances penetration: +25% light / +10% cold Changes damage: +21% light / +12% mind Life regen: +7.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Therapeutic Platemail (5 def, 19 armour) Therapeutic Platemail (5 def, 19 armour) Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +19 Defense: +5 (+1 eff.) Fatigue: +23% Damage when hit (Melee): 20 physical Changes stats: +4 Dex / +4 Con Changes resistances: +15% cold / +10% fire Healing mod.: +30% Steampower: +10 (+3 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 92; cd 12)healing infusion (heal 92; cd 12) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease 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 nature talent. |
schematic: Acid Groove 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: Black Light Emitter schematic: Black Light EmitterRequires: - 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: Focus Lens schematic: Focus LensRequires: - 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: Iron Grip 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: Silver Filigree schematic: Silver FiligreeRequires: - 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. Writhing Ring of the HunterWrithing Ring of the Hunter Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
This item will automatically be transmogrified when you leave the level. Nerikira (154% power, 17 apr)Nerikira (154% power, 17 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +17 Crit. chance: +7.5% Attack speed: 100% Damage Shield penetration (this weapon only): +19% Damage (radius 1) on hit: +8 arcane When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes stats: +7 Cun / +2 Wil Changes damage: +6% arcane Equilibrium when hit: +0.08 Maximum psi: +40.00 Mindpower: +20 (+5 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick stralite dagger of crippling (138% power, 9 apr)quick stralite dagger of crippling (138% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +9.0% Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite dagger of corruption (133% power, 9 apr)truestriking stralite dagger of corruption (133% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Str, 50% Dex 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 Impotence (20% chance level 4). When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +8 Changes resistances penetration: +9% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite dagger of crippling (130% power, 9 apr)warbringer's stralite dagger of crippling (130% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Physical power: +5 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +8% physical Disarm immunity: +18% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Snowgrind (163% power, 3 apr)Snowgrind (163% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to slow global speed by 63% Damage (Melee): +24 nature Damage (radius 2) on crit: +30 lightning / +24 cold When wielded/worn: Armour penetration: +3 Changes resistances penetration: +24% lightning / +29% cold Changes damage: +12% physical Physical save: +12 (+4 eff.) Movement speed: +41% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. arcing stralite greatsword of enduring (160% power, 3 apr)arcing stralite greatsword of enduring (160% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage When wielded/worn: Changes stats: +13 Con / +13 Wil Maximum life: +62.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. yew longbow 'Bleakpulverizer'yew longbow 'Bleakpulverizer' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 1) on hit: +8 temporal When wielded/worn: Physical power: +15 (+4 eff.) Effects on ranged hit: * 20% chance to reduce damage dealt by 28% Changes stats: +6 Str / +2 Cun Changes resistances: +6% darkness Hate when firing a critical mind attack: +5.00 Mindpower: +30 (+8 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. epiphanous pulsing mindstar of balance (107% power, 32 apr, mind damage)epiphanous pulsing mindstar of balance (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +11% mind Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +7 (+3 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.80 Psi when firing a critical mind attack: +1.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted vined mindstar of flames (85% power, 18 apr, nature damage)gifted vined mindstar of flames (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 7 fire Changes resistances: +7% fire Changes resistances penetration: +6% fire Changes damage: +7% fire Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +2% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying pulsing mindstar of venom (107% power, 32 apr, nature damage)horrifying pulsing mindstar of venom (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 acid / 3 mind / 7 darkness Changes resistances: +12% acid Changes resistances penetration: +9% acid Changes damage: +8% acid / +6% mind / +6% darkness Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of gales (104% power, 32 apr, nature damage)pulsing mindstar of gales (104% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +18 (+6 eff.) Changes damage: +10% lightning / +11% cold / +4% physical Talent granted: +1 Attune Mindstar Pinning immunity: +19% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mighty reinforced leather sling of true flightmighty reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. reinforced leather sling of piercingreinforced leather sling of piercing Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Changes resistances penetration: +8% all Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Staff of Bones (120% power, 4 apr, darkness element)Staff of Bones (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +20 (+7 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
This item will automatically be transmogrified when you leave the level. blighted elven-wood starstaff of might (129% power, 5 apr, temporal element)blighted elven-wood starstaff of might (129% power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% temporal Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +24.00 Spellpower: +17 (+6 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short elven-wood magestaff (129% power, 5 apr, fire element)magewarrior's short elven-wood magestaff (129% power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +20 (+7 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood vilestaff of illumination (138% power, 5 apr, fire element)potent elven-wood vilestaff of illumination (138% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +11 (+3 eff.) Changes damage: +31% fire Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +4% Light radius: +3 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 and deals 140.47 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. manaburning stralite waraxe of massacre (143% power, 5 apr)manaburning stralite waraxe of massacre (143% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 14 arcane resource burn One-handed war axes. |
Emerin the hardened leather belt Emerin the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +2 Mag Changes resistances: +9% lightning / +9% temporal Mental save: +12 (+4 eff.) Equilibrium when hit: +0.28 Psi when hit: +0.08 See invisible: +15 A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. murderer's cashmere cloak of sorcery (2 def, 0 armour)murderer's cashmere cloak of sorcery (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Changes stats: +3 Dex / +4 Mag / +4 Wil / +2 Cun Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. murderer's cashmere cloak of the Shaloren (2 def, 0 armour)murderer's cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Defense: +2 (+0 eff.) Changes stats: +3 Dex / +3 Mag / +2 Wil / +1 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +13% temporal / +16% darkness Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Murkstalker the silk robe (0 def, 0 armour)Murkstalker the silk robe (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Str / +6 Mag / +4 Wil Changes resistances: +3% physical / +36% nature / +13% all Changes damage: +17% temporal / +23% nature / +20% arcane Mana each turn: +0.18 Maximum mana: +85.00 Maximum stamina: +20.00 Spellpower: +29 (+10 eff.) Spell crit. chance: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Worm Nest (0 def, 0 armour)Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+5 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
This item will automatically be transmogrified when you leave the level. ancient silk robe of alchemy (0 def, 0 armour)ancient silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +14% acid / +14% physical / +13% fire / +13% cold / +13% all Changes resistances penetration: +10% temporal / +9% physical Changes damage: +13% acid / +22% physical / +11% cold / +13% temporal / +15% fire Talent cooldown: Refit Golem (-4 turns) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven silk robe of life (0 def, 0 armour)spellwoven silk robe of life (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +12% blight / +13% all Spell save: +21 (+10 eff.) Life regen: +2.60 Maximum life: +62.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe of alchemy (0 def, 0 armour)verdant silk robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% acid / +14% physical / +13% fire / +13% cold / +13% all Changes damage: +14% acid / +11% physical / +8% cold / +19% nature / +12% fire Talent cooldown: Refit Golem (-4 turns) Poison immunity: +21% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe of life (0 def, 0 armour)verdant silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% blight / +13% all Changes damage: +18% nature Poison immunity: +31% Disease immunity: +28% Life regen: +2.50 Maximum life: +76.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of phasing (0 def, 3 armour)pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +3 Wil It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
restorative pair of hardened leather boots (0 def, 3 armour) restorative pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Life regen: +1.00 Healing mod.: +14% A pair of boots made of leather. |
Emelubrena (0 def, 2 armour) Emelubrena (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 cold Damage when hit (Melee): 10 acid Changes stats: +4 Cun / +1 Str Changes resistances: +7% cold Changes damage: +6% acid / +5% cold Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. brawler's drakeskin leather gloves (0 def, 3 armour)brawler's drakeskin leather gloves (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-3 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. |
This item will automatically be transmogrified when you leave the level. defender's hardened leather cap of trickery (5 def, 9 armour)defender's hardened leather cap of trickery (5 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +9 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes resistances: +4% all Physical save: +6 (+2 eff.) A cap made of leather. |
elven-silk wizard hat 'Voidstone' (18 def, 0 armour) elven-silk wizard hat 'Voidstone' (18 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Changes resistances: +3% physical / +42% cold Changes resistances penetration: +15% darkness Changes damage: +16% cold Disarm immunity: +10% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Medical Urgency Vest (6 def, 7 armour)Medical Urgency Vest (6 def, 7 armour) Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+5 eff.) This light leather armour features a special medical injector. |
This item will automatically be transmogrified when you leave the level. duelist's reinforced leather armour of clarity (17 def, 13 armour)duelist's reinforced leather armour of clarity (17 def, 13 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +17 (+5 eff.) Fatigue: +8% Changes stats: +3 Cun / +7 Dex Changes resistances: +7% mind Mental save: +15 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's reinforced leather armour of delving (16 def, 7 armour)marauder's reinforced leather armour of delving (16 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +16 (+5 eff.) Fatigue: +8% Changes stats: +9 Str / +3 Dex Changes resistances: +12% darkness / +7% physical Physical save: +12 (+4 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant reinforced leather armour of acid resistance (12 def, 7 armour)radiant reinforced leather armour of acid resistance (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +13% blight / +21% darkness / +22% acid Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of command (21 def, 13 armour)reinforced leather armour of command (21 def, 13 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +21 (+7 eff.) Fatigue: +8% Changes stats: +2 Cun Mental save: +15 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of lightning resistance (12 def, 7 armour)rejuvenating reinforced leather armour of lightning resistance (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +18% lightning Life regen: +2.40 Stamina each turn: +1.10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite plate armour of command (7 def, 30 armour)impenetrable stralite plate armour of command (7 def, 30 armour) Requires: - Massive armour training - Strength 48 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Defense: +7 (+2 eff.) Fatigue: +22% Changes stats: +2 Cun Mental save: +14 (+4 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite plate armour of natural resilience (0 def, 23 armour)impenetrable stralite plate armour of natural resilience (0 def, 23 armour) Requires: - Massive armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +23 Fatigue: +22% Changes resistances: +15% nature / +12% blight Reduced damage from: +9% Unnatural A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Poxraptor (0 def, 6 armour, 135% power, 81.5 block)Poxraptor (0 def, 6 armour, 135% power, 81.5 block) Requires: - Shield usage training - Cunning 24 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 136% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 On weapon hit: * 20% chance to slow global speed by 63% * 22% chance to reduce armor by 34% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 7 acid Changes resistances: +20% lightning / +16% physical / +3% nature Talent granted: +1 Block Critical mult.: +5.00% Spell save: +6 (+3 eff.) Spellpower: +10 (+4 eff.) Handheld deflection devices. |
Rimeswift the voratun shield (0 def, 10 armour, 178% power, 199.5 block) Rimeswift the voratun shield (0 def, 10 armour, 178% power, 199.5 block)Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +5.0% Block value: +200 Damage (radius 2) on crit: +12 mind When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +2 Str / +2 Dex Changes resistances: +24% acid / +15% cold Changes resistances penetration: +10% mind Talent granted: +1 Block Maximum hate: +8.00 Handheld deflection devices. |
acidic stralite shield of fire resistance (+17%) (0 def, 8 armour, 157% power, 145.5 block) acidic stralite shield of fire resistance (+17%) (0 def, 8 armour, 157% power, 145.5 block)Requires: - Shield usage training - Cunning 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 On weapon hit: * 18% chance to reduce armor by 34% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 8 acid Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic voratun shield of purity (0 def, 10 armour, 175% power, 203 block)acidic voratun shield of purity (0 def, 10 armour, 175% power, 203 block) Requires: - Shield usage training - Cunning 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 176% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +203 On weapon hit: * 15% chance to reduce armor by 34% When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 9 acid Changes resistances: +11% nature / +15% blight Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy stralite shield of fire resistance (+19%) (0 def, 8 armour, 162% power, 138 block)icy stralite shield of fire resistance (+19%) (0 def, 8 armour, 162% power, 138 block) Requires: - Shield usage training - Cunning 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 162% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 8 cold Damage when hit (Melee): 3 ice Changes resistances: +19% fire Talent granted: +1 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 Activation costs 100 power out of 100/100. The very essence of bearness! |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
67 alchemist agate 67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
5 opal 5 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator 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. |
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 (+2 eff.) Changes stats: +2 Str / +1 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 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 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Umbrazephyr'alchemist's lamp 'Umbrazephyr' Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes stats: +5 Mag Changes resistances: +6% darkness Changes resistances penetration: +20% light Changes damage: +6% light Mental save: +10 (+3 eff.) Spellpower: +11 (+4 eff.) Light radius: +10 See stealth: +8 See invisible: +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 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. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire 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. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 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) 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby 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 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. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 149] simple healing salve [power 149]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 149 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
barbed pouch of dwarven-steel shots (17/17, 150% power, 3 apr) barbed pouch of dwarven-steel shots (17/17, 150% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 151% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +12.0% Capacity: 17 On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of stralite shots of accuracy (20/20, 163% power, 5 apr)barbed pouch of stralite shots of accuracy (20/20, 163% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 163% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +10.5% Capacity: 20 On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of iron shots (16/16, 113% power, 1 apr) pouch of iron shots (16/16, 113% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 113% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of steel shots of crippling (11/22, 119% power, 2 apr)psychokinetic pouch of steel shots of crippling (11/22, 119% power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 120% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 234 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +13 physical Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots (19/19, 123% power, 2 apr) tundral pouch of steel shots (19/19, 123% power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 123% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Damage (Ranged): +8 cold Damage (radius 2) on crit: +5 cold When wielded/worn: Shots are used with slings to pummel your foes to death. |
simple air recycler simple air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Silence immunity: +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel silver filigree steel silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Damage against: +14% Undead / +14% Demon / +14% Horror Tinkers can be attached to normal items to improve them with steam power! |
well-made flash powder well-made flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Betamira the Cleansespire [power 370] (15 cooldown) Betamira the Cleansespire [power 370] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 6 darkness Changes resistances: +6% nature / +12% acid Changes resistances penetration: +10% darkness / +15% nature It can be used to fire a magical bolt dealing 370 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 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. |
amber 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eilinoma the Orc Annihilator level 14
39th Retaking 124th year of Ascendancy at 06:34 see stats
By Eilinoma the Orc Annihilator level 28
5th Pain 124th year of Ascendancy at 14:52 see stats
By Eilinoma the Orc Annihilator level 32
25th Pain 124th year of Ascendancy at 13:13 see stats
By Eilinoma the Orc Annihilator level 10
29th Retaking 124th year of Ascendancy at 03:14 see stats
By Eilinoma the Orc Annihilator level 20
4th Revenge 124th year of Ascendancy at 09:38 see stats
By Eilinoma the Orc Annihilator level 30
8th Pain 124th year of Ascendancy at 07:33 see stats
By Eilinoma the Orc Annihilator level 25
20th Revenge 124th year of Ascendancy at 17:36 see stats
By Eilinoma the Orc Annihilator level 26
2nd Pain 124th year of Ascendancy at 23:21 see stats
By Eilinoma the Orc Annihilator level 35
13rd Dearth 124th year of Ascendancy at 18:20 see stats
By Eilinoma the Orc Annihilator level 35
13rd Dearth 124th year of Ascendancy at 16:50 see stats
By Eilinoma the Orc Annihilator level 20
11st Revenge 124th year of Ascendancy at 05:58 see stats
By Eilinoma the Orc Annihilator level 36
14th Dearth 124th year of Ascendancy at 02:46 see stats
Log
The Blood of Life rushes through your dead body. You come back to life!
Personal New Achievement: Unstoppable!
Saving game...
Saving done.
Herald of oblivion misses Eilinoma.
Herald of oblivion hits Eilinoma for 38 physical, 7 temporal, 20 temporal, 84 lightning (148 total damage).
Melee retaliation hits Herald of oblivion for 17 physical, 11 light, 8 fire, 8 nature (45 total damage).
Bleeding from Mecharachnid (servant of Eilinoma) hits Ghoulking for 31 physical damage.
Bleeding from Mecharachnid (servant of Eilinoma) hits Herald of oblivion for 26 physical damage.
Bleeding from Mecharachnid (servant of Eilinoma) hits Ghast for 31 physical damage.
Xowyn the sunwall guard casts Invoke Darkness.
Burning from Eilinoma hits Xowyn the sunwall guard for 43 fire damage.
Xowyn the sunwall guard's putrescent liquefaction area effect hits Eilinoma for 18 cold, 25 darkness (43 total damage).
Raze hits Eilinoma for 8 darkness, 8 darkness, 8 darkness (23 total damage).
Xowyn the sunwall guard hits Eilinoma for 119 darkness damage.
Bleeding from Mecharachnid (servant of Eilinoma) hits Xowyn the sunwall guard for 31 physical damage.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Talent Block is ready to use.
Herald of oblivion rushes out!
Eilinoma is dazed!
Herald of oblivion hits Eilinoma for 83 physical, 10 temporal, 20 temporal, 53 physical, 7 temporal, 20 temporal, 84 lightning (277 total damage).
Melee retaliation hits Herald of oblivion for 17 physical, 11 light, 8 fire, 8 nature, 17 physical, 11 light, 8 fire, 8 nature (90 total damage).
Xowyn the sunwall guard activates his sigiled torque!
Eilinoma is not dazed anymore.
Eilinoma shrugs off the effect 'Silenced'!
Xowyn the sunwall guard stops bleeding.
Xowyn the sunwall guard hits Eilinoma for 710 mind damage.
Eilinoma the level 36 orc annihilator was mindraped to death by Xowyn the sunwall guard on level 3 of Gates of Morning.