Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.9Quality 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. Improved player targetting 1.2.0Player's targetting improvements. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 2035% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 21 on the 55th Haze 122nd year of Ascendancy at 00:24 0 / 8Killed by orc pyromancer at level 23 on the 67th Haze 122nd year of Ascendancy at 11:14 Killed by saw horror at level 27 on the 4th Allure 123rd year of Ascendancy at 13:25 Killed by Xanydata the losselhing at level 34 on the 19th Regrowth 123rd year of Ascendancy at 16:20 Killed by orc cryomancer at level 36 on the 27th Regrowth 123rd year of Ascendancy at 13:41 Killed by orc cryomancer at level 36 on the 28th Regrowth 123rd year of Ascendancy at 02:59 Killed by Glalramina the orc blood mage at level 37 on the 42nd Regrowth 123rd year of Ascendancy at 19:18 Killed by Atamathon the Giant Golem at level 50 on the 39th Dusk 123rd year of Ascendancy at 22:39 |
Primary Stats
| Strength | 104.5 (base 55) |
| Dexterity | 61 (base 15) |
| Constitution | 52 (base 17) |
| Magic | 79.5 (base 43) |
| Willpower | 67 (base 60) |
| Cunning | 92 (base 60) |
Resources
| Paradox | 921 |
| Psi | 157/157 |
| Vim | 268/268 |
| Life | -113/1496 |
| Positive | 0/167 |
| Stamina | 339/390 |
| Equilibrium | 45 |
| Healing Factor | 1.7737837837838 |
| Regeneration | 309.01087297298 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +141.25% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 186 |
| Accuracy | 82 |
| Crit Chance | 84% |
| APR | 145 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 94 |
| Accuracy | 82 |
| Crit Chance | 84% |
| APR | 145 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 277.22597352748 (100%) |
| Defense | 60 |
| Ranged Defense | 63 |
| Fatigue | 1 |
| Physical Save | 84 |
| Spell Save | 47 |
| Mental Save | 53 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Pinning Resistance | 100% |
| Knockback Resistance | 97% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 807 life over 5 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.4 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 498 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 955% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Heart of Fire | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Corruption / Doom shield | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Tempest of Metal |
| talent | Osmosis Shield |
| talent | Lacerating Strikes |
| talent | Reality Smearing |
| talent | Corrosive Slashes |
| talent | Shield Wall |
| talent | Overheat Saws |
| talent | Elemental Harmony |
| talent | Hardened Core |
| talent | Chant of Fortress |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 50.74 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Your body is cauterizing, burning for 53.35 damage each turn. Cauterize |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Increases global speed by 41%. Elemental Harmony |
| beneficial effect | The target is recovering 28 life each turn. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 161.46 life per turn. Regeneration |
| detrimental effect | Damage received in the past is returned as 323.15 paradox damage per turn. Reality Smearing |
| beneficial effect | You regenerate a total of 2003.99 life over the duration of the effect. Osmosis Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by large white snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost anorithil from death by rogue. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by orc master wyrmic. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by green mold. Escort: repented thief (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 995. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed sandworm tooth. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed hummerhorn wing. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. * You've found the needed vial of greater demon bile. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | plaguebringer's voratun steamsaw of crippling (162% power, 25 apr) plaguebringer's voratun steamsaw of crippling (162% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 163% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +100 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease On weapon crit: * cripple the target Damage (Melee): +12 blight Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +14.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Talents granted: +3 Corrosive Slashes +3 Block Disease immunity: +21% 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! |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Light source | Wildresolve WildresolvePowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 30 fire Changes stats: +5 Str / +5 Mag / +3 Con Changes resistances: +10% fire Changes damage: +6% nature Reduces incoming crit damage: 15.00% Light radius: +7 Infravision radius: +3 See invisible: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On feet | Isiyann the pair of voratun boots (0 def, 15 armour) Isiyann the pair of voratun boots (0 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -4% Changes stats: +2 Wil / +1 Cun / +2 Con Changes resistances: +6% arcane Reduces incoming crit damage: 15.00% Physical save: +14 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Life regen: +5.50 Infravision radius: +3 See invisible: +6 Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | voratun pickaxe 'Ravenwrither' (dig speed 4 turns) voratun pickaxe 'Ravenwrither' (dig speed 4 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 12 arcane / 4 acid Changes stats: +8 Str Changes resistances: +5% arcane / +3% acid Changes resistances penetration: +10% darkness Changes damage: +12% acid / +15% fire / +15% mind Critical mult.: +20.00% Mental save: +12 (+4 eff.) Maximum life: +40.00 Maximum stamina: +28.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glory of the Pride Glory of the Pride Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Vim when hitting in melee: +3.00 Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | Ring of the War Master Ring of the War Master |
| Around neck | wanderer's voratun amulet of the eclipse wanderer's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 15% chance to inflict 15% damage reduction Changes stats: +10 Dex / +8 Cun / +10 Con Changes damage: +12% light / +15% darkness Life regen: +1.50 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
| In main hand | OMG - Steamsaws Rule !! (162% power, 25 apr) OMG - Steamsaws Rule !! (162% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 162% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +98 Damage (Melee): +20 temporal / +20 nature / +12 darkness Damage against: +20% Living Attacks use: 1.0 Steam When used to attack (with talents): Power: 122% Range: 1.1x Uses stat: 50% Mag Damage type: Physical On weapon hit: * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage (Melee): +4 mind When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +10% Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 12 lightning Changes resistances: +18% physical / +9% fire Talents granted: +5 Corrosive Slashes +3 Block Critical mult.: +5.00% Maximum hate: +4.00 Mindpower: +8 (+3 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Tulivon the hardened leather belt Tulivon the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical Changes stats: +3 Dex Changes damage: +12% blight Life regen: +2.50 Maximum life: +50.00 Healing mod.: +19% A belt that goes around your waist. |
| In off hand | Luv my Steamsaw! (163% power, 25 apr) Luv my Steamsaw! (163% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 163% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +98 Damage (Melee): +60 insidious poison / +30 cold Burst (radius 2) on crit: +30 ice Attacks use: 1.0 Steam When used to attack (with talents): Power: 105% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +4 Crit. chance: +2.0% Damage Shield penetration (this weapon only): +40% Burst (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +1.0% Armour: +21 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +30% acid Changes resistances penetration: +14% cold / +10% physical Talents granted: +4 Corrosive Slashes +3 Block Physical save: +6 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | elven-silk cloak 'Getoyon' (3 def, 0 armour) elven-silk cloak 'Getoyon' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +1 Dex / +6 Con Changes resistances: +9% lightning / +20% blight / +18% cold / +20% nature / +6% arcane Physical save: +14 (+3 eff.) Spell save: +6 (+2 eff.) Blindness immunity: +20% Life regen: +3.00 Maximum life: +155.00 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour) |
Inventory
This item will automatically be transmogrified when you leave the level. medical injector implant of the duelist (efficiency 176% / cooldown 87%)medical injector implant of the duelist (efficiency 176% / cooldown 87%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 87%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 14) steam generator implant of the titan (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 16) steam generator implant of the warrior (steam 16)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.2 steam per turn. Can be activated for an instant burst of 81 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 11) steam generator implant of the wizard (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 181) healing infusion of the psychic (heal 181)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 and cleanse 1 wound and 1 poison 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 ability. |
healing infusion of the sneak (heal 250) healing infusion of the sneak (heal 250)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 332) healing infusion of the warrior (heal 332)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 332 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+15 for 13 turns, die at -876) heroism infusion of the psychic (+15 for 13 turns, die at -876)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 13 turns. While Heroism is active, you will only die when reaching -876 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. |
heroism infusion of the psychic (+14 for 10 turns, die at -618) heroism infusion of the psychic (+14 for 10 turns, die at -618)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 10 turns. While Heroism is active, you will only die when reaching -618 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. |
heroism infusion of the sneak (+19 for 11 turns, die at -834) heroism infusion of the sneak (+19 for 11 turns, die at -834)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -834 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+19 for 11 turns, die at -973) heroism infusion of the sneak (+19 for 11 turns, die at -973)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -973 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+19 for 12 turns, die at -678) heroism infusion of the sneak (+19 for 12 turns, die at -678)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 12 turns. While Heroism is active, you will only die when reaching -678 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+21 for 10 turns, die at -861) heroism infusion of the warrior (+21 for 10 turns, die at -861)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -861 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+16 for 11 turns, die at -555) heroism infusion of the wizard (+16 for 11 turns, die at -555)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -555 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (700% speed; 6 turns) movement infusion of the psychic (700% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 700% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
This item will automatically be transmogrified when you leave the level. movement infusion of the psychic (674% speed; 6 turns)movement infusion of the psychic (674% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
movement infusion of the titan (593% speed; 6 turns) movement infusion of the titan (593% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 593% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (740% speed; 9 turns) movement infusion of the wizard (740% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 740% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 438 over 5 turns) regeneration infusion of the psychic (heal 438 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 438 life over 5 turns. 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 ability. |
regeneration infusion of the sneak (heal 643 over 5 turns) regeneration infusion of the sneak (heal 643 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 643 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 691 over 5 turns) regeneration infusion of the titan (heal 691 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 691 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 566 over 5 turns) regeneration infusion of the warrior (heal 566 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 566 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 19%; cure magical) wild infusion of the sneak (resist 19%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 352 for 5 turns) shielding rune of the duelist (absorb 352 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 352 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 415 for 7 turns) shielding rune of the psychic (absorb 415 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 415 damage for 7 turns. 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 ability. |
shielding rune of the sneak (absorb 551 for 6 turns) shielding rune of the sneak (absorb 551 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 551 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 550 for 5 turns) shielding rune of the warrior (absorb 550 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 550 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 646 for 5 turns) shielding rune of the warrior (absorb 646 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 646 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 560 for 5 turns) shielding rune of the wizard (absorb 560 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 560 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Back Supportschematic: Back Support Requires: - 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: Brain Cap schematic: Brain CapRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] 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. |
This item will automatically be transmogrified when you leave the level. schematic: Headlampschematic: Headlamp Requires: - 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. |
This item will automatically be transmogrified when you leave the level. schematic: Saw Shellschematic: Saw Shell Requires: - 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Bokechik the gold amulet Bokechik the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +5 Mag / +4 Wil Changes resistances: +16% mind Changes resistances penetration: +20% arcane Spell save: +15 (+5 eff.) Confusion immunity: +37% Mana when firing critical spell: +4.00 Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Darkfame DarkfameInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +9% mind / +9% darkness Changes resistances penetration: +20% darkness Changes damage: +3% darkness / +15% mind Mental save: +5 (+1 eff.) Confusion immunity: +12% Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
clarifying copper amulet of constitution (+2) clarifying copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% mind Confusion immunity: +21% Amulets can have magical properties. |
clarifying gold amulet of dexterity (+4) clarifying gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +13% mind Confusion immunity: +23% Amulets can have magical properties. |
grounding steel amulet of cunning (+3) grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
grounding stralite amulet of constitution (+8) grounding stralite amulet of constitution (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Con Changes resistances: +18% lightning Stun/Freeze immunity: +36% Amulets can have magical properties. |
mindweaver's stralite amulet of healing mindweaver's stralite amulet of healingInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Mental save: +11 (+3 eff.) Cut immunity: +70% Confusion immunity: +18% Mindpower: +5 (+2 eff.) Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 321 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +0.90 Amulets can have magical properties. |
restful gold amulet of magic (+4) restful gold amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Mag Life regen: +1.90 Amulets can have magical properties. |
restful stralite amulet of magic (+6) restful stralite amulet of magic (+6)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +6 Mag Life regen: +2.90 Amulets can have magical properties. |
serendipitous gold amulet of the eclipse serendipitous gold amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +10 (+3 eff.) Damage (Melee): 5 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 8% chance to inflict 15% damage reduction Changes stats: +7 Lck Changes damage: +7% light / +5% darkness Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
stralite amulet 'Torerab' stralite amulet 'Torerab'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +8 Str / +4 Mag Changes damage: +9% arcane / +12% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+2 eff.) Amulets can have magical properties. |
voratun amulet of magic (+7) voratun amulet of magic (+7)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Mag Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 198.78 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Gariann the steel ring Gariann the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes damage: +9% mind Maximum encumbrance: +26 Disease immunity: +25% Confusion immunity: +20% Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kilnslicer the gold ring Kilnslicer the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +12% fire Changes resistances penetration: +15% lightning / +25% fire Changes damage: +15% fire Mental save: +8 (+2 eff.) Confusion immunity: +31% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 31 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 178.53 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Zubaremina the gold ring Zubaremina the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +7 Cun Changes resistances: +5% arcane / +20% blight Blindness immunity: +10% Pinning immunity: +20% Vim when hitting in melee: +0.00 Hate when firing a critical mind attack: +3.00 Only die when reaching: -60.00 life Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
conjurer's steel ring of misery conjurer'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: * 12% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +5 Mag / +5 Wil / +2 Cun Vim each turn: +0.00 Vim when hit: +0.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +8 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
psionicist's steel ring of sensing psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Blindness immunity: +25% Infravision radius: +4 See stealth: +9 See invisible: +8 Rings can have magical properties. |
rogue's gold ring of corrosion (+24%) rogue's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
sneakthief's stralite ring of power sneakthief's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +13 (+2 eff.) Changes stats: +8 Cun / +8 Dex Spellpower: +10 (+3 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties. |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
stralite ring 'Zyndur' stralite ring 'Zyndur'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +9% light / +12% nature / +9% cold / +5% arcane / +15% fire Changes damage: +9% mind Rings can have magical properties. |
titan's copper ring of nature (+20%) titan's copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% nature Changes damage: +10% nature Physical save: +4 (+1 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's copper ring of lightning (+20%) warrior's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
warrior's voratun ring of perseverance warrior's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Stun/Freeze immunity: +40% Life regen: +3.20 Rings can have magical properties. |
wizard's steel ring of darkness (+20%) wizard's steel ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +6 (+2 eff.) Rings can have magical properties. |
Shantiz the Stormblade (130% power, 20 apr) Shantiz the Stormblade (130% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 131% Range: 1.3x Uses stats: 50% Mag, 100% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (147% power, 8 apr) Spelldrinker (147% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 147% Range: 1.3x Uses stats: 45% Wil, 55% Mag, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Champion's Will (189% power, 22 apr) Champion's Will (189% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 190% Range: 1.6x Uses stats: 115% Wil, 20% Con, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 70 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (192% power, 18 apr) Dethblyd (192% power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 192% Range: 1.6x Uses stats: 130% Wil, 60% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
This item will automatically be transmogrified when you leave the level. Rhodir the voratun greatsword (186% power, 4 apr)Rhodir the voratun greatsword (186% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 186% Range: 1.6x Uses stats: 120% Wil, 50% Mag Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 light / +16 blight Damage against: +24% Undead When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +6% blight Changes resistances penetration: +25% blight Changes damage: +12% blight / +6% mind Massive two-handed swords. |
Awakened Staff of Absorption (183% power, 60 apr, fire element) Awakened Staff of Absorption (183% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 183% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff 'Flashfear' (151% power, 6 apr, lightning element)dragonbone magestaff 'Flashfear' (151% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 fire When wielded/worn: Fatigue: -4% Damage (Melee): 31 fire Changes stats: +3 Str / +4 Mag Changes damage: +30% lightning / +6% fire Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +26.00% Reduces incoming crit damage: 15.00% Spellpower: +22 (+6 eff.) Spell crit. chance: +5% Infravision radius: +3 See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
Blazecut the voratun steamsaw (162% power, 25 apr) Blazecut the voratun steamsaw (162% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 163% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +100 Damage Shield penetration (this weapon only): +30% Attacks use: 1.0 Steam When used to attack (with talents): Power: 122% Range: 1.1x Uses stat: 50% Mag Damage type: Physical On weapon hit: * 52% chance to cause random gloom On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +9.0% Physical power: +14 (+2 eff.) Armour: +10 Defense: +19 (+5 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 16 mind Changes resistances: +9% mind Changes damage: +15% fire Talent granted: +3 Block Critical mult.: +9.00% Physical save: +20 (+4 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ce'Nusema the voratun steamsaw (165% power, 25 apr) Ce'Nusema the voratun steamsaw (165% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 165% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +96 On weapon hit: * 35% chance to corrode armour by 30% Attacks use: 1.0 Steam When wielded/worn: Armour: +12 Defense: +19 (+5 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +12% Changes resistances: +4% physical / +9% temporal Changes resistances penetration: +15% acid Talents granted: +4 Flame Bolts +3 Block Mental save: +38 (+11 eff.) Confusion immunity: +20% Life regen: +2.50 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! |
Dourpyre (148% power, 14 apr) Dourpyre (148% power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 149% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +47 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes resistances penetration: +10% darkness Changes damage: +12% darkness Talent granted: +2 Block Spell save: +30 (+10 eff.) Mana each turn: +0.00 Spellpower: +4 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Grinder (158% power, 20 apr) Grinder (158% power, 20 apr)Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 158% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +14.0% Attack speed: 100% Block value: +50 Lifesteal (this weapon only): +5% Damage (Melee): +10 % chance of gloom effects Attacks use: 1.0 Steam When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Fatigue: +10% Talent granted: +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Gunidotar (143% power, 14 apr) Gunidotar (143% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 144% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 Damage Shield penetration (this weapon only): +20% Attacks use: 1.0 Steam When used to attack (with talents): Power: 105% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +12% nature / +12% blight Talents granted: +4 Corrosive Slashes +2 Block Physical save: +12 (+3 eff.) Only die when reaching: -80.00 life 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! |
Razorlock (144% power, 24 apr) Razorlock (144% power, 24 apr)Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 145% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Fatigue: +13% Talent granted: +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
truestriking voratun steamsaw of radiance (160% power, 25 apr) truestriking voratun steamsaw of radiance (160% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 161% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +104 Attacks use: 1.0 Steam When used to attack (with talents): Power: 105% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Damage (Melee): +14 light When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +9 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 28% chance to blind Changes stats: +6 Con / +5 Mag Changes resistances: +14% light Changes resistances penetration: +7% physical Talent granted: +3 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. voratun steamsaw 'Cloudguile' (160% power, 25 apr)voratun steamsaw 'Cloudguile' (160% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 161% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +105 On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +8 lightning Burst (radius 1) on hit: +12 lightning Attacks use: 1.0 Steam When used to attack (with talents): Power: 105% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Block value: +94 When wielded/worn: Armour: +15 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +5% arcane Changes resistances penetration: +15% lightning Changes damage: +6% arcane / +15% lightning Talent granted: +3 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. Aerolach the voratun waraxe (164% power, 6 apr)Aerolach the voratun waraxe (164% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 164% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to torment the target Damage (Melee): +8 temporal When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 20% chance to disease Changes resistances: +3% blight Changes resistances penetration: +15% temporal / +12% mind / +11% darkness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious voratun waraxe of massacre (171% power, 6 apr)insidious voratun waraxe of massacre (171% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 171% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +21 insidious poison One-handed war axes. |
Band of Protection Band of ProtectionPowered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Steampower: +5 (+2 eff.) It can be used to generate a personal shield that absorbs up to 264 damage and damages attackers striking the wearer for 40 fire damage while it lasts (based on Cunning), costing 24 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Flashrebel FlashrebelPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +5% arcane / +9% fire / +6% mind / +9% light Disarm immunity: +20% Pinning immunity: +15% Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Gerain GerainInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +15% blight Spell save: +6 (+2 eff.) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +35.00 A belt that goes around your waist. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Manubar the hardened leather belt Manubar the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +2 Dex / +2 Con Changes resistances penetration: +25% acid Stealth bonus: +6 See invisible: +12 A belt that goes around your waist. |
Zerarek ZerarekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +12% acid / +6% darkness / +6% blight / +3% cold / +3% lightning Changes resistances penetration: +5% mind Stealth bonus: +5 A belt that goes around your waist. |
rough leather belt 'Alerohad' rough leather belt 'Alerohad'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Dex / +4 Con Changes resistances: +6% lightning / +5% temporal Life regen: +0.80 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Physical save: +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 240 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Lisyda the elven-silk cloak (3 def, 0 armour) Lisyda the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +13% acid / +7% lightning / +10% cold / +3% mind / +6% fire Physical save: +20 (+4 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +15% Poison immunity: +35% Confusion immunity: +10% Only die when reaching: -50.00 life Maximum life: +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Spell / Divination +0.10 Chronomancy / Chronomancy Physical save: +20 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 6 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
linen cloak 'Coalwend' (1 def, 0 armour) linen cloak 'Coalwend' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil / +1 Mag Changes damage: +15% mind / +3% darkness Grants telepathy: Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shadewinter' (7 def, 0 armour) linen cloak 'Shadewinter' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 temporal Changes resistances penetration: +10% temporal Changes damage: +3% darkness / +9% temporal Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak (3 def, 0 armour) spellcowled elven-silk cloak (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil / +5 Mag Spell save: +10 (+4 eff.) Maximum mana: +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belulle the pair of hardened leather boots (0 def, 3 armour) Belulle the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Lck / +4 Dex Changes damage: +6% physical Critical mult.: +12.00% Stealth bonus: +8 Only die when reaching: -40.00 life Maximum life: +20.00 Maximum stamina: +10.00 A pair of boots made of leather. |
Ce'Nurinor the Umbramalice (0 def, 1 armour) Ce'Nurinor the Umbramalice (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict 15% damage reduction Changes resistances penetration: +5% nature / +10% darkness Changes damage: +3% nature / +3% darkness Maximum encumbrance: +20 Physical save: +6 (+1 eff.) A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Nerokira (0 def, 3 armour) Nerokira (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag Physical save: +6 (+1 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+2 eff.) You move 3 spaces at once. Accurately? Less so. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of iron boots 'Manuromirach' (0 def, 3 armour) pair of iron boots 'Manuromirach' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +3% nature Changes damage: +3% mind Grants telepathy: Dragon Maximum encumbrance: +21 Physical save: +6 (+1 eff.) Blindness immunity: +15% Mindpower: +2 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of uncanny dodging (9 def, 5 armour) undeterred pair of drakeskin leather boots of uncanny dodging (9 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Silence immunity: +37% Confusion immunity: +42% Stun/Freeze immunity: +40% A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour) Assassin's Surprise (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 25 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 74 addition nature damage over 3 turns (damage based on Cunning), costing 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Brandmark (0 def, 2 armour) Brandmark (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 21 mind / 22 darkness Damage when hit (Melee): 12 fire Changes resistances: +6% blight / +18% fire Changes damage: +9% blight Mental save: -12 (-4 eff.) Mindpower: +5 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Branuleg the dwarven-steel gauntlets (0 def, 2 armour) Branuleg the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +2 Changes stats: +4 Str Grants telepathy: Humanoid/Orc Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Light radius: +3 See invisible: +12 Damage Shield penetration: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Nusetira the Chargeking (0 def, 1 armour) Ce'Nusetira the Chargeking (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Dex Changes resistances penetration: +10% lightning / +10% acid Changes damage: +6% acid / +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelagara the rough leather gloves (0 def, 1 armour) Emelagara the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str / +2 Mag / +2 Cun Mental crit. chance: +3% Light radius: +3 Infravision radius: +3 See invisible: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 11% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 111.44 fire damage and 111.44 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Flaresmash the drakeskin leather gloves (0 def, 3 armour) Flaresmash the drakeskin leather gloves (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 24% chance to cause random gloom * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 35 darkness / 40 mind Changes stats: +6 Dex / +9 Cun / +5 Con Changes resistances: +3% mind / +12% fire Changes damage: +6% temporal Physical save: +30 (+6 eff.) Spell save: +10 (+4 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +43% Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gikira (0 def, 2 armour) Gikira (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Damage when hit (Melee): 16 arcane Changes stats: +10 Mag Physical save: +8 (+2 eff.) Spell save: +30 (+10 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +32% Mana each turn: +0.12 Vim when firing critical spell: +5.00 Spellpower: +10 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
dwarven-steel gauntlets 'Dazzlewoe' (0 def, 14 armour) dwarven-steel gauntlets 'Dazzlewoe' (0 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +14 Damage (Melee): 11 physical Damage when hit (Melee): 8 light Changes stats: +4 Str / +4 Wil / +8 Con Changes resistances: +12% light / +5% arcane Changes resistances penetration: +15% mind Changes damage: +3% mind / +8% physical Talent mastery: +0.20 Technique / Grappling Physical save: +22 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +94% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Voidknight' (0 def, 2 armour) dwarven-steel gauntlets 'Voidknight' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Wil Changes resistances: +18% darkness Mental save: +6 (+2 eff.) Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +20.00 Heals friendly targets nearby when you use a nature summon: +40 Metal gloves protecting the hands up to the middle of the lower arm. |
restful drakeskin leather gloves of magic (+4) (0 def, 3 armour) restful drakeskin leather gloves of magic (+4) (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes damage: +7% arcane Life regen: +3.30 Stamina each turn: +1.60 Maximum stamina: +22.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adolle the drakeskin leather hat (0 def, 5 armour) Adolle the drakeskin leather hat (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Dex / +6 Wil Changes resistances: +12% blight / +9% cold / +13% fire Changes resistances penetration: +15% arcane Changes damage: +12% acid Spell save: +20 (+7 eff.) Mental save: +9 (+3 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 A hat made of leather. Very stylish. |
Beloldata the Dournull (2 def, 0 armour) Beloldata the Dournull (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +2 Mag / +5 Con Changes resistances: +3% darkness Psi each turn: +0.28 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 25%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Daimoldir (0 def, 1 armour) Daimoldir (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +4 Wil Changes resistances: +6% physical / +9% nature / +3% temporal Physical save: +6 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A hat made of leather. Very stylish. |
Glimmersage the rough leather hat (0 def, 1 armour) Glimmersage the rough leather hat (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +3 Str Changes damage: +9% light A hat made of leather. Very stylish. |
Infernotooth (6 def, 7 armour) Infernotooth (6 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 20 fire Changes resistances: +7% cold Allows you to breathe in: water Maximum life: +20.00 Maximum stamina: +10.00 A cap made of leather. |
Ivyma the hardened leather hat (0 def, 6 armour) Ivyma the hardened leather hat (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 8 acid Changes stats: +4 Mag / +5 Cun / +7 Con Light radius: +3 Infravision radius: +6 A hat made of leather. Very stylish. |
Shimmeroath the rough leather cap (0 def, 1 armour) Shimmeroath the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 lightning Changes stats: +3 Con Changes damage: +6% mind Maximum psi: +40.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% A cap made of leather. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Sunbreeze the drakeskin leather cap (0 def, 5 armour) Sunbreeze the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to blind Damage when hit (Melee): 4 fire / 12 temporal Changes stats: +13 Str / +6 Wil / +5 Con Changes resistances: +13% physical / +15% cold / +15% fire / +6% temporal Changes resistances penetration: +5% temporal / +10% fire Changes damage: +12% fire Physical save: +27 (+6 eff.) Mental save: +15 (+5 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Unlightgrind (0 def, 9 armour) Unlightgrind (0 def, 9 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +9 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +14% mind Changes resistances penetration: +20% darkness Mental save: +12 (+4 eff.) Confusion immunity: +25% A cap made of leather. |
drakeskin leather hat 'Blazeonslaught' (20 def, 13 armour) drakeskin leather hat 'Blazeonslaught' (20 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +13 Defense: +20 (+5 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun Changes resistances: +9% temporal / +12% fire / +7% all Changes damage: +21% mind / +9% temporal Physical save: +36 (+7 eff.) A hat made of leather. Very stylish. |
76 alchemist agate 76 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) 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 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 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 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
demon seed [champion of Urh'Rok] (level 40, mainhand) demon seed [champion of Urh'Rok] (level 40, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 44, mainhand) demon seed [champion of Urh'Rok] (level 44, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 49, mainhand) demon seed [champion of Urh'Rok] (level 49, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, body) demon seed [champion of Urh'Rok] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +12 Str / +12 Mag Maximum life: +125.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, mainhand) demon seed [champion of Urh'Rok] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, offhand) demon seed [champion of Urh'Rok] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 48, mainhand) demon seed [daelach] (level 48, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, body) demon seed [daelach] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, finger) demon seed [daelach] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, offhand) demon seed [daelach] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, body) demon seed [dolleg] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, finger) demon seed [dolleg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, offhand) demon seed [dolleg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% blight Reduce damage by fixed amount: +25 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 41, mainhand) demon seed [dúathedlen] (level 41, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 47, offhand) demon seed [dúathedlen] (level 47, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, body) demon seed [dúathedlen] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, finger) demon seed [dúathedlen] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, mainhand) demon seed [dúathedlen] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, offhand) demon seed [fire imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 42, offhand) demon seed [forge-giant] (level 42, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, mainhand) demon seed [forge-giant] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 46, offhand) demon seed [quasit] (level 46, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +33% physical Reduce damage by fixed amount: +23 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, body) demon seed [quasit] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Rush Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, offhand) demon seed [quasit] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% physical Reduce damage by fixed amount: +25 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 45, offhand) demon seed [thaurhereg] (level 45, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, body) demon seed [thaurhereg] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, offhand) demon seed [thaurhereg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 48, mainhand) demon seed [uruivellas] (level 48, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, finger) demon seed [uruivellas] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, mainhand) demon seed [uruivellas] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, offhand) demon seed [uruivellas] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 47, mainhand) demon seed [water imp] (level 47, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 48, finger) demon seed [water imp] (level 48, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, body) demon seed [water imp] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, finger) demon seed [water imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, finger) demon seed [wretch titan] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, offhand) demon seed [wretch titan] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 47, offhand) demon seed [wretchling] (level 47, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +34% acid Reduce damage by fixed amount: +24 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, offhand) demon seed [wretchling] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% acid Reduce damage by fixed amount: +25 acid Demon status: alive (100% life). The seed of a demon. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 309.27 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
jade 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. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (123 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of health alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +51.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of clarity nightwalker's dwarven lantern of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Changes stats: +6 Wil Critical mult.: +19.00% Mental save: +8 (+2 eff.) Light radius: +4 See stealth: +15 See invisible: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet 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. |
2 ruby 2 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 585.34 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dolonry the Cornac Adventurer level 31
4th Regrowth 123rd year of Ascendancy at 19:59 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dolonry the Cornac Adventurer level 50
3rd Flare 123rd year of Ascendancy at 18:52 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Dolonry the Cornac Adventurer level 31
2nd Regrowth 123rd year of Ascendancy at 23:02 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Dolonry the Cornac Adventurer level 36
32nd Regrowth 123rd year of Ascendancy at 00:27 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Dolonry the Cornac Adventurer level 44
23rd Pyre 123rd year of Ascendancy at 23:15 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Dolonry the Cornac Adventurer level 34
18th Regrowth 123rd year of Ascendancy at 11:44 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Dolonry the Cornac Adventurer level 41
5th Pyre 123rd year of Ascendancy at 23:17 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dolonry the Cornac Adventurer level 12
34th Dusk 122nd year of Ascendancy at 12:44 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Dolonry the Cornac Adventurer level 33
14th Regrowth 123rd year of Ascendancy at 15:36 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Dolonry the Cornac Adventurer level 50
28th Dusk 123rd year of Ascendancy at 06:17 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Dolonry the Cornac Adventurer level 19
44th Haze 122nd year of Ascendancy at 07:42 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Dolonry the Cornac Adventurer level 50
5th Dusk 123rd year of Ascendancy at 12:52 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dolonry the Cornac Adventurer level 19
38th Haze 122nd year of Ascendancy at 02:00 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Dolonry the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 00:24 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Dolonry the Cornac Adventurer level 20
45th Haze 122nd year of Ascendancy at 00:14 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Dolonry the Cornac Adventurer level 30
1st Regrowth 123rd year of Ascendancy at 03:20 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Dolonry the Cornac Adventurer level 40
69th Regrowth 123rd year of Ascendancy at 04:19 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Dolonry the Cornac Adventurer level 50
70th Pyre 123rd year of Ascendancy at 16:11 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Dolonry the Cornac Adventurer level 50
2nd Flare 123rd year of Ascendancy at 15:39 see stats
Portal ender (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed three invocation portals.By Dolonry the Cornac Adventurer level 50
28th Dusk 123rd year of Ascendancy at 06:16 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dolonry the Cornac Adventurer level 49
61st Pyre 123rd year of Ascendancy at 20:13 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dolonry the Cornac Adventurer level 14
68th Dusk 122nd year of Ascendancy at 05:45 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Dolonry the Cornac Adventurer level 50
25th Dusk 123rd year of Ascendancy at 10:43 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Dolonry the Cornac Adventurer level 38
58th Regrowth 123rd year of Ascendancy at 18:08 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Dolonry the Cornac Adventurer level 33
14th Regrowth 123rd year of Ascendancy at 19:04 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Dolonry the Cornac Adventurer level 17
34th Haze 122nd year of Ascendancy at 08:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Dolonry the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 00:28 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Dolonry the Cornac Adventurer level 50
73rd Pyre 123rd year of Ascendancy at 16:40 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Dolonry the Cornac Adventurer level 12
43rd Dusk 122nd year of Ascendancy at 22:44 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Dolonry the Cornac Adventurer level 22
57th Haze 122nd year of Ascendancy at 15:13 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dolonry the Cornac Adventurer level 37
47th Regrowth 123rd year of Ascendancy at 00:50 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Dolonry the Cornac Adventurer level 29
10th Allure 123rd year of Ascendancy at 11:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Dolonry the Cornac Adventurer level 20
45th Haze 122nd year of Ascendancy at 14:22 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dolonry the Cornac Adventurer level 29
1st Regrowth 123rd year of Ascendancy at 03:20 see stats
Log
Dolonry converts damage to paradox!
Atamathon the Giant Golem reflects damage back to Dolonry!
Dolonry hits Dolonry for 31 healing, 811 healing (0 total damage) [842 healing].
Osmosis Shield hits Dolonry for (53 turned into osmosis) damage.
Dolonry's Beyond the Flesh hits Atamathon the Giant Golem for 99 acid, 3 blight, 5 fire, 4 light, 5 darkness (115 total damage).
Reality Smearing hits Dolonry for (16 converted) damage.
Atamathon the Giant Golem hits Dolonry for (60 turned into osmosis), (18 converted), 42 acid, (5 turned into osmosis), (1 converted), 3 blight, (6 turned into osmosis), (2 converted), 4 fire, 0 light, 0 darkness, 0 fire (50 total damage).
Insidious Poison from Atamathon the Giant Golem hits Dolonry for (31 turned into osmosis), (9 converted), 22 nature (22 total damage).
Burning from Atamathon the Giant Golem hits Dolonry for (51 blocked), 0 fire (0 total damage).
Cauterize hits Dolonry for 38 fire damage.
--------------------------------
Dolonry uses Repulsion.
Dolonry performs a melee critical strike against Atamathon the Giant Golem!
Dolonry is no longer poisoned.
Shield of Light performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem shrugs off the critical damage!
Dolonry shrugs off the critical damage!
Tempest of Metal performs a melee critical strike against Atamathon the Giant Golem!
Tempest of Metal performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem shrugs off the critical damage!
Dolonry shrugs off the critical damage!
Atamathon the Giant Golem resists the knockback!
Dolonry converts damage to paradox!
Atamathon the Giant Golem reflects damage back to Dolonry!
Dolonry hits Atamathon the Giant Golem for 630 acid, 2 nature, 10 cold, 5 fire, 4 light, 5 darkness, 10 cold (666 total damage).
Tempest of Metal hits Atamathon the Giant Golem for 32 acid, 4 temporal, 5 nature, 4 darkness, 5 fire, 4 light, 5 darkness, 9 acid, 2 nature, 10 cold, 5 fire, 4 light, 5 darkness, 10 cold (104 total damage).
Shield of Light hits Atamathon the Giant Golem for 12 acid, 5 fire, 4 light, 5 darkness, 2 light (28 total damage).
Atamathon the Giant Golem hits Dolonry for (136 turned into osmosis), (258 converted), 602 acid, (3 turned into osmosis), (1 converted), 2 nature, 0 cold, (6 turned into osmosis), (2 converted), 4 fire, (7 turned into osmosis), (2 converted), 5 light, (8 turned into osmosis), (2 converted), 5 darkness, (17 turned into osmosis), (5 converted), 12 cold, (136 turned into osmosis), (63 converted), 148 fire, (7 turned into osmosis), (2 converted), 5 acid, (6 turned into osmosis), (2 converted), 4 fire, (7 turned into osmosis), (2 converted), 5 light, (8 turned into osmosis), (2 converted), 5 darkness, (4 turned into osmosis), (1 converted), 3 light, (136 turned into osmosis), (63 converted), 148 fire, (43 turned into osmosis), (13 converted), 30 acid, (9 turned into osmosis), (3 converted), 6 temporal, (7 turned into osmosis), (2 converted), 5 nature, (6 turned into osmosis), (2 converted), 4 darkness, (6 turned into osmosis), (2 converted), 4 fire, (7 turned into osmosis), (2 converted), 5 light, (8 turned into osmosis), (2 converted), 5 darkness, 0 fire, (6 turned into osmosis), (2 converted), 4 acid, (3 turned into osmosis), (1 converted), 2 nature, (17 turned into osmosis), (5 converted), 12 cold, (6 turned into osmosis), (2 converted), 4 fire, (7 turned into osmosis), (2 converted), 5 light, (8 turned into osmosis), (2 converted), 5 darkness, (17 turned into osmosis), (5 converted), 12 cold, (136 turned into osmosis), (63 converted), 148 fire (1204 total damage).
Saving game...
