Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Orc |
Class | Berserker |
Level / Exp | 40 / 4% |
Size | big |
Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 40 on the 28th Pain 124th year of Ascendancy at 21:27 / 1 |
Primary Stats
Strength | 125 (base 40) |
Dexterity | 24 (base 14) |
Constitution | 67 (base 46) |
Magic | 21 (base 10) |
Willpower | 50 (base 41) |
Cunning | 48 (base 38) |
Resources
Life | -159/1352 |
Stamina | 175/317 |
Steam | 70/100 |
Healing Factor | 1.8135014349578 |
Regeneration | 22.972614619251 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 9 |
See Stealth | 72.989687335918 |
See Invisible | 65.989687335918 |
Offense: Mainhand
Damage | 220 |
Accuracy | 55 |
Crit Chance | 33% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +27% |
Blight | +12% |
Acid | +6% |
Fire | +26% |
All | 0% |
Offense: Damage Penetration
Lightning | +38% |
All | +18% |
Defense: Base
Armour (hardiness) | 38.317011280365 (92.903125182002%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 35 |
Mental Save | 39 |
Defense: Resistances
Blight | + 41%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 64%( 70%) |
All | + 13%( 70%) |
Lightning | + 31%( 70%) |
Light | + 26%( 70%) |
Physical | + 20%( 70%) |
Darkness | + 36%( 70%) |
Fire | + 67%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 and physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 93 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 323 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Berserker's strength | 1.60 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+2 eff.) These boots have a 9% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (64 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (110 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 16 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Light source | dwarven lantern 'Korelathathel' dwarven lantern 'Korelathathel'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes stats: +7 Mag Changes resistances: +2% physical Changes resistances penetration: +11% all Changes damage: +12% blight Reduces incoming crit damage: 10.00% Mental save: +13 (+4 eff.) Maximum mana: +40.00 Spellpower: +16 (+8 eff.) Light radius: +9 See stealth: +25 See invisible: +18 Damage Shield penetration: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Chamiran the Bleakhue (2 def, 0 armour) Chamiran the Bleakhue (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% lightning / +24% fire / +6% darkness / +24% cold Changes damage: +16% fire Poison immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Healing mod.: +20% A pointy cloth hat, very wizardly... |
Tool | Chargesting the elven-wood wand of conjuration [power 345] (7/13 cooldown) Chargesting the elven-wood wand of conjuration [power 345] (7/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +12% lightning / +18% fire Changes resistances penetration: +20% lightning Changes damage: +27% lightning / +6% acid It can be used to fire a magical bolt dealing 438 lightning damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 94. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | pixie's stralite ring of pilfering pixie's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +13 Defense: +11 (+6 eff.) Changes stats: +6 Cun / +5 Mag Spellpower: +5 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Physical power: +6 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy * splashes acid on your target dealing 43 damage and reducing their armor Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
On hands | heroic voratun gauntlets of the nighthunter (0 def, 8 armour) heroic voratun gauntlets of the nighthunter (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +8 Fatigue: +5% Changes stats: +3 Cun Changes resistances: +9% darkness Talent granted: +3 Spring Grapple Mental save: +11 (+4 eff.) Maximum life: +53.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 33.0 - 46.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +20 darkness It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Armilakan the steel mail armour (2 def, 14 armour) Armilakan the steel mail armour (2 def, 14 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +14 Armour Hardiness: +20% Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +8 Str Changes resistances: +6% physical / +12% arcane / +12% darkness Critical mult.: +10.00% Spell save: +27 (+11 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. This object's appearance was changed to Plumpkin Daper: Metal Plate. |
Cloak | restorative cashmere cloak of fog (9 def, 0 armour) restorative cashmere cloak of fog (9 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Changes resistances: +15% light / +13% blight / +10% fire / +25% nature / +15% cold Stealth bonus: +7 Life regen: +3.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Serpentine Cloak. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 30/35) : Effective talent level: 2.0 Power cost: 30 out of 30/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
medical injector implant (efficiency 80% / cooldown 57%) medical injector implant (efficiency 80% / cooldown 57%)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 80% efficiency and cooldown mod of 57%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 86% / cooldown 52%) medical injector implant (efficiency 86% / cooldown 52%)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 86% efficiency and cooldown mod of 52%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 99% / cooldown 61%) medical injector implant of the wizard (efficiency 99% / cooldown 61%)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 99% efficiency and cooldown mod of 61%. 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.. |
heroism infusion of the warrior (die at -968; dur 7; cd 29) heroism infusion of the warrior (die at -968; dur 7; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -968 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2050 life, 14 duration) 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 nature talent. |
movement infusion of the sneak (speed 631%; cd 8) movement infusion of the sneak (speed 631%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
movement infusion of the wizard (speed 545%; cd 8) movement infusion of the wizard (speed 545%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 545% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
biting gale rune of the titan (damage 254; dur 4; cd 23) biting gale rune of the titan (damage 254; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 254.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. ethereal rune (power 14; resist 22%; move 53%; dur 5; cd 22)ethereal rune (power 14; resist 22%; move 53%; dur 5; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 53% faster, and you are invisible (power 14). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 37; resist 36%; move 48%; dur 5; cd 16) ethereal rune of the warrior (power 37; resist 36%; move 48%; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 36% all resistance, you move 48% faster, and you are invisible (power 37). 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 spell talent. |
shatter afflictions rune of the duelist (absorb 64; cd 15) shatter afflictions rune of the duelist (absorb 64; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
shatter afflictions rune of the wizard (absorb 71; cd 21) shatter afflictions rune of the wizard (absorb 71; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 121; dur 8; cd 16)shielding rune (absorb 121; dur 8; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 121 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 334; dur 4; cd 18) shielding rune of the sneak (absorb 334; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 334 damage for 4 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 spell talent. |
shielding rune of the wizard (absorb 155; dur 4; cd 18) shielding rune of the wizard (absorb 155; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 155 damage for 4 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 spell talent. |
shielding rune of the wizard (absorb 265; dur 3; cd 17) shielding rune of the wizard (absorb 265; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 265 damage for 3 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 spell talent. |
stormshield rune (threshold 36; blocks 2; dur 4; cd 12) stormshield rune (threshold 36; blocks 2; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 2 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 146; cd 10) teleportation rune of the warrior (range 146; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 146 with a minimum range of 15. 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 spell talent. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun 3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
vitalizing gold amulet of vision vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +8 (+3 eff.) Blindness immunity: +27% Life regen: +3.00 Maximum life: +32.00 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
conjurer's steel ring of arcana (+0.10/turn) conjurer's steel ring of arcana (+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Silence immunity: +20% Mana each turn: +0.10 Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
conjurer's steel ring of luminosity conjurer's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 10 light Changes stats: +5 Wil / +9 Mag Changes damage: +10% light Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of corrosion (+24%) marksman's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Spellpower: +7 (+3 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Healwill the stralite battleaxe (46-69 power, 3 apr)Healwill the stralite battleaxe (46-69 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 nature / +24 light Damage (radius 2) on crit: +16 temporal Damage against: +35% Undead When wielded/worn: Changes resistances: +5% arcane / +15% temporal Changes resistances penetration: +25% arcane Changes damage: +18% temporal Massive two-handed battleaxes. |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. This object's appearance was changed to Iron Throne Couture: Greatsword. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
iron greatsword (15-24 power, 1 apr) iron greatsword (15-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
steel greatsword of erosion (24-38 power, 2 apr) steel greatsword of erosion (24-38 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of erosion (48-78 power, 3 apr)stralite greatsword of erosion (48-78 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +19 nature Massive two-handed swords. |
stralite greatsword of massacre (54-86 power, 3 apr) stralite greatsword of massacre (54-86 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Blade of Distorted Time (40-56 power, 40 apr)Blade of Distorted Time (40-56 power, 40 apr) Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 41 temporal damage and slows enemies in radius 6 of the target by 51% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 9 power out of 10/10) : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
This item will automatically be transmogrified when you leave the level. Morrigor (50-70 power, 12 apr)Morrigor (50-70 power, 12 apr) Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 10.50 arcane and 10.50 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+11 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace 'Barigalen' (28-38 power, 4 apr)dwarven-steel mace 'Barigalen' (28-38 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 temporal When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% acid / +10% temporal Changes resistances penetration: +25% acid Changes damage: +9% mind Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +3% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite mace of massacre (46-65 power, 5 apr)plaguebringer's stralite mace of massacre (46-65 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +11 blight When wielded/worn: Disease immunity: +14% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hardened leather slinghardened leather sling Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Darkoblivion (25-30 power, 5 apr, fire element)Darkoblivion (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +15 (+3 eff.) Armour: +10 Armour Hardiness: +10% Changes resistances: +15% darkness / +12% fire Changes damage: +9% physical / +21% darkness / +37% fire Talent granted: +1 Command Staff Physical save: +10 (+4 eff.) Stamina each turn: +3.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood starstaff of wizardry (31-37 power, 5 apr, temporal element)potent elven-wood starstaff of wizardry (31-37 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes damage: +31% temporal Talent granted: +1 Command Staff Maximum mana: +54.00 Spellpower: +20 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite steamsaw of lightning resistance (+18%) (30-44 power, 0 apr)plaguebringer's stralite steamsaw of lightning resistance (+18%) (30-44 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 29.5 - 44.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +68 When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +15 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes resistances: +18% lightning Talent granted: +2 Block Disease immunity: +22% 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. Woepunish (31-43 power, 5 apr)Woepunish (31-43 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +17 nature Damage (radius 2) on crit: +20 darkness / +12 mind When wielded/worn: Changes stats: +3 Cun Changes damage: +6% mind / +18% temporal Psi when hit: +0.08 Maximum hate: +10.00 Maximum psi: +20.00 One-handed war axes. |
hardened leather belt 'Ravenhacker' hardened leather belt 'Ravenhacker'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +17 (+8 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +3 Dex / +4 Con Changes resistances: +5% physical Changes resistances penetration: +10% darkness Stealth bonus: +11 Physical save: +15 (+5 eff.) Maximum stamina: +30.00 A belt that goes around your waist. |
insulating rough leather belt of the giants insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +6% fire / +6% cold Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour) regal linen cloak of Eldoral (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +2 Wil / +1 Cun Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled cashmere cloak of conjuring (2 def, 0 armour)spellcowled cashmere cloak of conjuring (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +9% arcane Changes damage: +8% arcane Critical mult.: +20.00% Spell save: +9 (+5 eff.) Maximum mana: +78.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. The Calm (15 def, 0 armour)The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+9 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Blacksnake the pair of dwarven-steel boots (0 def, 8 armour) Blacksnake the pair of dwarven-steel boots (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +8 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +7 Str / +6 Wil / +2 Cun / +6 Con Changes resistances: +2% physical Changes damage: +8% physical / +15% mind / +6% darkness Maximum stamina: +30.00 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Voriyana (0 def, 4 armour) Voriyana (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +14 Physical crit. chance: +5.0% Physical power: +30 (+6 eff.) Armour: +4 Fatigue: +3% Changes damage: +12% physical Critical mult.: +20.00% Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Festergrit' (0 def, 3 armour) pair of hardened leather boots 'Festergrit' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes resistances: +6% cold / +6% fire / +5% arcane / +6% nature Changes resistances penetration: +25% darkness Maximum encumbrance: +24 Physical save: +8 (+3 eff.) Only die when reaching: -40.00 life A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of dwarven-steel boots (0 def, 4 armour)scholar's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Spellpower: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. alchemist's voratun gauntlets of the iron hand (0 def, 3 armour)alchemist's voratun gauntlets of the iron hand (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 6 acid / 6 fire / 6 cold / 3 lightning Changes stats: +3 Str / +3 Mag / +6 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). Damage (Melee): +15 ice / +13 fire / +9 acid / +20 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive hardened leather gloves of strength (+4) (0 def, 2 armour) corrosive hardened leather gloves of strength (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 6 acid Changes stats: +4 Str Changes resistances: +8% acid Changes damage: +3% acid When used to modify unarmed attacks: Base power: 20.0 - 22.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +5 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Galeflash' (0 def, 2 armour) dwarven-steel gauntlets 'Galeflash' (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 cold Changes stats: +1 Cun Changes resistances: +3% mind / +6% cold Changes damage: +18% lightning / +6% cold Poison immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +7 ice Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Woemire' (0 def, 10 armour) hardened leather gloves 'Woemire' (0 def, 10 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to reduce armor by 27% * 20% chance to reduce damage dealt by 21% Damage (Melee): 11 physical Changes resistances: +12% acid Changes resistances penetration: +10% acid Changes damage: +5% physical When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +4 arcane Damage (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 13 power out of 15/15) : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Mental save: +10 (+3 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +9% It can be used to hack the mind of a weakened yeti Activation costs 1 power out of 0/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
cashmere wizard hat 'Tarradan' (7 def, 0 armour) cashmere wizard hat 'Tarradan' (7 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Con Changes resistances penetration: +25% physical Critical mult.: +5.00% Stamina each turn: +1.00 Psi each turn: +0.14 Only die when reaching: -60.00 life Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... This object's appearance was changed to Plumpkin Daper: Witch Hat. |
insulating rough leather hat of constitution (+2) (0 def, 1 armour) insulating rough leather hat of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +5% fire / +6% cold A hat made of leather. Very stylish. |
cleansing iron mail armour of fire resistance (2 def, 4 armour) cleansing iron mail armour of fire resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +10% blight / +16% fire / +10% nature A suit of armour made of mail. |
stralite mail armour 'Gorohor' (24 def, 8 armour) stralite mail armour 'Gorohor' (24 def, 8 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +24 (+10 eff.) Fatigue: +12% Changes resistances: +34% cold Changes damage: +15% blight Physical save: +18 (+6 eff.) Disease immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life Healing mod.: +10% A suit of armour made of mail. |
reinforced leather armour of the wind (18 def, 7 armour) reinforced leather armour of the wind (18 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Armour: +7 Defense: +18 (+8 eff.) Fatigue: +8% Stamina each turn: +0.60 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 218 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
prismatic steel plate armour of thunder (0 def, 9 armour) prismatic steel plate armour of thunder (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+3 eff.) Armour: +9 Fatigue: +22% Changes stats: +5 Str / +3 Mag / +4 Wil Changes resistances: +13% lightning / +12% light / +11% darkness Spellpower: +10 (+5 eff.) Spell crit. chance: +5% Mindpower: +12 (+4 eff.) Mental crit. chance: +5% A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
104 alchemist agate 104 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. |
22 onyx 22 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 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. |
33 lapis lazuli 33 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
bloodhexed dwarven-steel pickaxe (dig speed 21 turns) bloodhexed dwarven-steel pickaxe (dig speed 21 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +7 Str / +5 Wil Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
21 emerald 21 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
24 garnet 24 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 71% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
great fiery salve [power 18] great fiery salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
great frost salve [power 18] great frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
great healing salve [power 247] great healing salve [power 247]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. It can be used to heal 247 Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve. |
powerful pain suppressor salve [power 179] powerful pain suppressor salve [power 179]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -179 life and reduces all damage by 18% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful water salve [power 15] powerful water salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (15% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
This item will automatically be transmogrified when you leave the level. Coalsmash (16/16, 46-55 power, 5 apr)Coalsmash (16/16, 46-55 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 16 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage Damage (Ranged): +28 physical / +20 darkness / +20 cold Damage (radius 1) on hit: +20 darkness / +20 cold Damage (radius 2) on crit: +20 darkness Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of stralite shots (21/21, 44-53 power, 5 apr)psychokinetic pouch of stralite shots (21/21, 44-53 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage Damage (Ranged): +26 physical Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Yeti's Psychoportation Beacon Yeti's Psychoportation BeaconPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 6 It can be used to call a trained yeti for help Activation costs 1 power out of 6/8. Call a trained yeti to your side. |
dwarven steel grip dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating well-made waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes resistances: +15% nature / +15% cold Tinkers can be attached to normal items to improve them with steam power! |
steel torque of gale force [power 165] (7/13 cooldown) steel torque of gale force [power 165] (7/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle [power 155] (7/22 cooldown) ash totem of summon tentacle [power 155] (7/22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 339 Base Damage: 168 Armor: 4 All Resist: 3 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of summon tentacle [power 150] (7/28 cooldown) overpowered elm totem of summon tentacle [power 150] (7/28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 300 Base Damage: 150 Armor: 2 All Resist: 1 Activation puts all charms on cooldown for 28 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. piercing yew totem of stinging [power 254] (7/13 cooldown)piercing yew totem of stinging [power 254] (7/13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 254 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of healing [power 266] (7/13 cooldown) powerful yew totem of healing [power 266] (7/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Daimironarigar the Searpunish [power 188] (7/13 cooldown) Daimironarigar the Searpunish [power 188] (7/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +6% temporal Changes damage: +6% fire Critical mult.: +15.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (238 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm [power 182] (7/13 cooldown) ash wand of lightning storm [power 182] (7/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (231 total damage) Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
15 quartz 15 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mattlard the Orc Berserker level 11
19th Retaking 124th year of Ascendancy at 04:53 see stats
By Mattlard the Orc Berserker level 14
27th Retaking 124th year of Ascendancy at 13:16 see stats
By Mattlard the Orc Berserker level 29
20th Revenge 124th year of Ascendancy at 12:44 see stats
By Mattlard the Orc Berserker level 28
17th Revenge 124th year of Ascendancy at 21:50 see stats
By Mattlard the Orc Berserker level 30
22nd Revenge 124th year of Ascendancy at 18:15 see stats
By Mattlard the Orc Berserker level 10
16th Retaking 124th year of Ascendancy at 14:56 see stats
By Mattlard the Orc Berserker level 20
39th Retaking 124th year of Ascendancy at 17:33 see stats
By Mattlard the Orc Berserker level 30
22nd Revenge 124th year of Ascendancy at 11:22 see stats
By Mattlard the Orc Berserker level 40
28th Pain 124th year of Ascendancy at 17:43 see stats
By Mattlard the Orc Berserker level 34
36th Revenge 124th year of Ascendancy at 21:16 see stats
By Mattlard the Orc Berserker level 36
14th Pain 124th year of Ascendancy at 03:01 see stats
By Mattlard the Orc Berserker level 27
10th Revenge 124th year of Ascendancy at 21:06 see stats
By Mattlard the Orc Berserker level 36
14th Pain 124th year of Ascendancy at 03:23 see stats
By Mattlard the Orc Berserker level 22
42nd Retaking 124th year of Ascendancy at 17:09 see stats
By Mattlard the Orc Berserker level 36
15th Pain 124th year of Ascendancy at 10:59 see stats
By Mattlard the Orc Berserker level 17
35th Retaking 124th year of Ascendancy at 06:02 see stats
Log
Melee retaliation hits Yeti demolisher for 24 light damage.
Yeti demolisher hits High Sun Paladin Aeryn for (15 to psi shield), 22 physical (22 total damage).
High Sun Paladin Aeryn receives 16 healing from Shield of Light.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 284 healing.
Mattlard uses Infusion: Wild.
Mattlard can move freely once more.
Mattlard is cured!
Mattlard lessens the pain.
Mattlard uses Infusion: Regeneration.
Mattlard starts regenerating health quickly.
High Sun Paladin Aeryn's light area effect hits Mattlard for 38 light damage.
Mattlard can barely stand!
High Sun Paladin Aeryn hits Yeti demolisher for 110 fire damage.
High Sun Paladin Aeryn hits Mattlard for 31 fire, 56 light, 46 physical (133 total damage).
High Sun Paladin Aeryn's Beyond the Flesh hits Mattlard for 146 physical, 30 light, 6 physical (182 total damage).
Shield of Light hits Mattlard for 46 light, 41 light, 8 physical (96 total damage).
Melee retaliation hits High Sun Paladin Aeryn for 7 fire, 7 fire (13 total damage).
Yeti demolisher receives 22 healing.
Shield of Light hits High Sun Paladin Aeryn for 10 healing, 10 healing (0 total damage) [21 healing].
Mattlard no longer revels in blood quite so much.
High Sun Paladin Aeryn uses Telekinetic Smash.
Mattlard shrugs off the effect 'Stunned'!
High Sun Paladin Aeryn hits Mattlard for 133 physical, 30 light, 6 physical, 148 physical (317 total damage).
Shield of Light hits Mattlard for 39 light, 41 light, 8 physical (89 total damage).
Melee retaliation hits High Sun Paladin Aeryn for 7 fire, 7 fire, 7 fire (20 total damage).
Shield of Light hits High Sun Paladin Aeryn for 10 healing, 10 healing, 10 healing (0 total damage) [31 healing].
Mattlard the level 40 orc berserker was swiped to death by High Sun Paladin Aeryn on level 5 of Gates of Morning.
Mattlard's rage subsides!