











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 30 / 1% |
| Size | big |
| Lifes / Deaths | Killed by white crystal at level 2 on the 3rd Acquisition 122nd year of Ascendancy at 19:14 0 / 6Killed by Neravena the green jelly at level 14 on the 19th Shortage 122nd year of Ascendancy at 17:19 Killed by Salodamira the elder vampire at level 19 on the 1st Iron 123rd year of Ascendancy at 01:20 Killed by Poluda the bee swarm at level 21 on the 16th Steel 123rd year of Ascendancy at 15:24 Killed by elven blood mage at level 25 on the 23rd Gold 123rd year of Ascendancy at 05:15 Killed by Yvukira the ghast at level 28 on the 12nd Stralite 123rd year of Ascendancy at 04:01 |
Primary Stats
| Strength | 30 (base 13) |
| Dexterity | 43 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 62 (base 60) |
| Willpower | 41 (base 31) |
| Cunning | 54 (base 34) |
Resources
| Insanity | 98/100 |
| Psi | 329/329 |
| Life | 758/758 |
| Steam | 100/100 |
| Paradox | 202 |
| Equilibrium | 20 |
| Healing Factor | 1.4111363549267 |
| Regeneration | 20.108693057705 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +8% |
| Spell | 0% |
| Global | +112.00371569722% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
| See Stealth | 16.770270049121 |
| See Invisible | 16.770270049121 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 53 |
| Crit Chance | 25% |
| APR | 28 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +13% |
| Cold | +27% |
| All | 0% |
| Darkness | +25% |
| Lightning | +26% |
| Mind | +15% |
| Fire | +7% |
| Nature | +21% |
Offense: Damage Penetration
| Darkness | +20% |
| Fire | +15% |
| Physical | +21% |
Defense: Base
| Armour (hardiness) | 78 (60%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 9 |
| Physical Save | 26.6 |
| Spell Save | 36.2 |
| Mental Save | 41 |
Defense: Resistances
| Nature | + 52%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 29%( 70%) |
| Blight | + 19%( 70%) |
| Acid | + 24%( 70%) |
| Fire | + 23%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Disarm Resistance | 46% |
| Bleed Resistance | 30% |
| Confusion Resistance | 20% |
| Knockback Resistance | 32% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 60%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 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 458 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom covenant | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Augmentation |
| talent | Reality Smearing |
| talent | Beyond the Flesh |
| beneficial effect | All damage affinity increased by 8%. Dark ReignWill not die until 0 life |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+12% global speed). Clarity |
| beneficial effect | Increases armour by 8. Elemental Harmony |
Quests
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. | active |
You failed to protect the lost sun paladin from death by Elelaith the fire drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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 |
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 Horned Horror. * 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 |
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. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed ritch stinger. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. | active |
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! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Requires: - Willpower 18 - Magic 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 179% Mag Damage type: Physical Mastery: Strength of Purpose 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 Damage (radius 1) on hit: +60 20% chance of physical repulsion The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| Light source | Airstalker the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +3% light Changes damage: +6% lightning / +3% darkness Maximum life: +40.00 Light radius: +6 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. |
| On head | Cuthuduzor the Phoenixwasp (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex / +10 Cun Changes resistances penetration: +15% fire Mental save: +15 (+5 eff.) Blindness immunity: +20% Cut immunity: +20% Disarm immunity: +20% Maximum life: +100.00 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 146.6 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
| On feet | pair of drakeskin leather boots 'Urymakhad' (18 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +11 Defense: +18 (+6 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes resistances: +3% light / +9% temporal Changes resistances penetration: +11% physical Reduces incoming crit damage: 5.00% Only die when reaching: -60.00 life Infravision radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Tool | Islema the Hazefoe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +2 Str Changes resistances: +12% nature / +6% temporal Changes damage: +6% nature / +6% cold Maximum life: +100.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xanytira the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +15 (+4 eff.) Armour: +14 Changes stats: +4 Dex Changes resistances: +6% acid Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +32% Only die when reaching: -20.00 life Maximum life: +27.00 Rings make your fingers look great! |
| On fingers | AnevorInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 physical Changes stats: +4 Wil Changes resistances: +24% lightning Changes resistances penetration: +10% physical Changes damage: +12% lightning Mental save: +8 (+3 eff.) Life regen: +10.00 Only die when reaching: -40.00 life Maximum life: +47.00 Healing mod.: +14% Rings make your fingers look great! |
| Around neck | DourwreckInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +10 (+3 eff.) Changes resistances: +18% lightning Changes damage: +9% darkness Stun/Freeze immunity: +30% Only die when reaching: -80.00 life Maximum stamina: +30.00 Amulets make your neck look great! |
| In main hand | Darkobsidian (165% power, 6 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 22% chance to reduce armor by 33% Damage (Melee): +15 nature / +12 darkness Damage (radius 1) on hit: +80 20% chance of physical repulsion Damage (radius 2) on crit: +8 darkness / +8 mind When wielded/worn: Accuracy: +23 (+6 eff.) Damage when hit (Melee): 8 darkness Changes stats: +7 Dex Changes resistances: +3% acid Changes resistances penetration: +20% darkness Combat speed: +10% One-handed war axes. |
| On hands | Cyrybreth the Sleetward (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage (Melee): 10 lightning / 6 fire Changes stats: +6 Cun / +6 Dex Changes resistances: +8% lightning / +7% fire Changes damage: +8% lightning / +7% fire / +21% cold When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +7 lightning / +11 fire It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | noble's rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +4 Cun / +3 Wil Damage against: +15% Summoned Reduced damage from: +16% Summoned Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| Cloak | Poremilaith the elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 33% Changes resistances: +3% blight / +24% lightning Reduces incoming crit damage: 15.00% Cut immunity: +10% Stun/Freeze immunity: +60% Life regen: +4.00 Maximum life: +60.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 27 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +27 Armour Hardiness: +30% Defense: +10 (+3 eff.) Fatigue: +1% Damage when hit (Melee): 20 nature slow / 20 poison / 30 physical Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant of the wizard (efficiency 123% / cooldown 91%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 91%. 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.. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 182; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the wizard (speed 809%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 809% 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. |
shatter afflictions rune of the wizard (absorb 88; 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 88 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. Press to compare to your current inscriptions |
schematic: Rustproof 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. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets make your neck look great! |
grounding copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
grounding copper amulet of mastery (0.10 Demented / Controlled horrors)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.10 Demented / Controlled horrors Stun/Freeze immunity: +20% Amulets make your neck look great! |
restful copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Mag Life regen: +2.00 Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Amulets make your neck look great! |
stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
BrodagrimInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +3 Wil Changes resistances: +6% light / +6% darkness Changes resistances penetration: +5% acid Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
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 Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
clarifying steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
insulating steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% fire / +11% cold Amulets make your neck look great! |
warrior's steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 274 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Tideripper the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 10 cold Changes resistances: +9% acid / +9% light / +17% fire / +5% arcane / +16% cold Amulets make your neck look great! |
copper ring 'Blazewisp'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire / 6 cold Changes resistances: +22% acid / +3% fire / +5% arcane Changes damage: +11% acid / +15% fire / +12% arcane Rings make your fingers look great! |
copper ring 'Ce'Nysenor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +15% acid / +1% physical / +6% light Changes damage: +5% all Mental save: +3 (+1 eff.) Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
copper ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
gladiator's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +22% nature Changes damage: +11% nature / +10% blight Rings make your fingers look great! It was corrupted by the digestive sack. |
psionicist's copper ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of darkness (+20%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% darkness Changes damage: +10% darkness Physical save: +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +6 (+2 eff.) Rings make your fingers look great! |
ModinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +5 Cun / +2 Con Changes resistances: +12% physical Changes resistances penetration: +20% mind Changes damage: +3% mind / +12% physical Spell save: +11 (+4 eff.) Maximum stamina: +15.00 Maximum hate: +2.00 Rings make your fingers look great! |
marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
mule's steel ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +3 Mag Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
gold ring 'Korimaldil'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +6% mind / +12% light Critical mult.: +10.00% Spell save: +9 (+4 eff.) Silence immunity: +37% Confusion immunity: +20% Mana each turn: +0.18 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.infernal elven-wood vilestaff of might (129% power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% 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: Damage (Melee): 23 fire Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +22.00% Spellpower: +18 (+6 eff.) Spell crit. chance: +12% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel battleaxe of the mystic (135% power, 2 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 135% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +14 fire When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +12 (+4 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.caustic stralite battleaxe of crippling (157% power, 3 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +40 acid / +13 nature When wielded/worn: Armour penetration: +16 Physical crit. chance: +13.0% Changes resistances penetration: +19% acid / +12% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.caustic stralite battleaxe of disruption (158% power, 3 apr) Requires: - Magic 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 159% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +7 acid / +7 nature Damage against: +19% Unnatural When wielded/worn: Armour penetration: +13 Changes resistances penetration: +19% acid / +13% nature Massive two-handed battleaxes. |
plaguebringer's steel greatsword of crippling (129% power, 2 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 23 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 blight When wielded/worn: Physical crit. chance: +10.0% Disease immunity: +14% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick stralite greatsword of projection (160% power, 3 apr) Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +17 (+5 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed swords. |
thought-forged dwarven-steel longsword of enduring (121% power, 4 apr)Requires: - Magic 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 122% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 18% chance to reduce all saves and defense by 26 Damage (Melee): +5 mind When wielded/worn: Changes stats: +8 Wil / +2 Cun / +8 Con Maximum life: +10.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace 'Hathyhor' (125% power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 126% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +10 Con Changes resistances: +15% acid / +9% lightning Infravision radius: +3 See invisible: +9 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.stormbringer's stralite mace of projection (146% power, 5 apr) Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +11 lightning / +21 cold When wielded/worn: Changes resistances penetration: +11% lightning / +9% cold Movement speed: +24% Blunt and deadly. |
stralite waraxe 'Gleambone' (138% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +8.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 23 Damage Shield penetration (this weapon only): +20% Damage (Melee): +5 blight When wielded/worn: Accuracy: +23 (+6 eff.) Armour penetration: +22 Changes stats: +3 Con Changes resistances: +6% light Changes resistances penetration: +17% physical Disease immunity: +22% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.mossy mindstar 'Duskcrack' (72% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 21% Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +8 darkness When wielded/worn: Armour penetration: +1 Changes damage: +3% darkness Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Eclipsewitch (104% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 26 Damage (radius 1) on hit: +20 darkness When wielded/worn: Damage (Melee): 11 mind / 10 darkness Damage when hit (Melee): 4 darkness Changes stats: +8 Dex / +2 Wil Changes damage: +6% mind / +6% darkness Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Light radius: +3 Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.pulsing mindstar 'Blackstrider' (105% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Damage (Melee): 6 lightning / 17 physical / 5 cold / 6 acid / 6 fire Changes stats: +8 Cun Changes resistances: +5% lightning / +17% physical / +6% fire / +6% cold / +9% acid Changes resistances penetration: +10% darkness / +12% physical Changes damage: +10% physical Talent granted: +1 Attune Mindstar Critical mult.: +19.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Isamira (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag Changes resistances: +15% nature / +15% darkness Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +1.60 Only die when reaching: -60.00 life Maximum life: +100.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Runesta the Obsidianbender (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +12 darkness When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Talent granted: +1 Attune Mindstar Psi when hit: +0.36 Mindpower: +18 (+6 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.arcing stralite steamsaw of paradox (135% power, 0 apr) Requires: - Magic 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 136% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +64 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Damage (Melee): +13 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes resistances: +9% temporal Talent granted: +2 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.Berarim the Obsidianrupture Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +8 acid When wielded/worn: Physical power: +14 (+3 eff.) Effects on ranged hit: * 20% chance to reduce damage dealt by 21% Changes stats: +6 Str / +4 Dex / +2 Con Changes resistances penetration: +10% darkness / +15% acid Light radius: +3 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Xavena the Coalraven Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +6.0% Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Ammo reloads per turn: +4 Effects on ranged hit: * 20% chance to reduce damage dealt by 21% Changes stats: +9 Dex Changes resistances: +2% physical Changes resistances penetration: +12% physical Changes damage: +6% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.barbed pouch of dwarven-steel shots of annihilation (18/18, 157% power, 8 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 158% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +14.0% Capacity: 18 On weapon crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Voidpain (23/23, 165% power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stats: 92% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 Travel speed: +200% Damage (Ranged): +14 nature Damage (radius 1) on hit: +16 darkness / +20 physical Damage (radius 2) on crit: +20 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.shocking dwarven-steel shield of physical resistance (+10%) (0 def, 6 armour, 137% power, 74 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +74 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 4 lightning Changes resistances: +10% physical Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Scabhack the silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Str / +6 Mag / +9 Wil Changes resistances: +11% lightning / +11% cold / +13% all Changes resistances penetration: +10% mind Changes damage: +11% lightning / +19% physical / +15% nature / +15% cold Mental save: +18 (+6 eff.) Hate when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour of Toknor (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Critical mult.: +12.00% Life regen: +3.00 Maximum life: +34.00 Healing mod.: +11% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening reinforced leather armour of the hero (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex / +4 Mag / +9 Wil / +11 Cun Mental save: +15 (+5 eff.) Maximum life: +39.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic reinforced leather armour of lightning resistance (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +20% lightning / +13% light / +14% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of command (11 def, 14 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +11 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +15 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying dwarven-steel mail armour of delving (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +7 Str / +4 Con Changes resistances: +12% darkness / +7% physical Maximum life: +41.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating stralite mail armour of the deep (4 def, 9 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Life regen: +4.40 Stamina each turn: +0.60 A suit of armour made of mail. |
Jetobeisance the stralite plate armour (0 def, 24 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +24 Fatigue: +22% Damage when hit (Melee): 4 lightning Changes resistances: +3% darkness Changes resistances penetration: +25% darkness Changes damage: +3% lightning Life regen: +3.50 Stamina each turn: +0.70 Maximum life: +24.00 A suit of armour made of metal plates. |
Bokadil the OakjusticeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% nature Mental save: +3 (+1 eff.) Maximum life: +32.00 Maximum hate: +2.00 Mindpower: +25 (+8 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Bleakpython the drakeskin leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Dex / +8 Con Changes resistances: +9% darkness Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Physical save: +11 (+4 eff.) Mindpower: +8 (+2 eff.) See invisible: +6 A belt that goes around your waist. |
Berodekhad the Skypain (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +16 (+5 eff.) Damage when hit (Melee): 6 lightning Changes stats: +2 Str / +2 Con Changes resistances penetration: +5% physical Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 80.61 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
This item will automatically be transmogrified when you leave the level.cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life 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.Starmistress (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +9 Wil Changes resistances: +9% fire / +11% cold Changes resistances penetration: +25% mind Changes damage: +9% light Reduces incoming crit damage: 15.00% Light radius: +3 A pair of boots made of leather. |
pair of hardened leather boots 'Emutta' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +20 (+5 eff.) Armour: +3 Changes stats: +2 Str / +2 Dex / +4 Wil / +4 Cun / +6 Con Changes resistances penetration: +6% physical Reduces incoming crit damage: 10.00% Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
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 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 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 (59 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (102 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 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. |
Fulygohor the Demonfear (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 darkness Changes stats: +3 Dex Changes resistances: +2% physical / +7% darkness / +9% light Changes damage: +8% darkness Disease immunity: +20% Disarm immunity: +10% When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 24% Wil, 50% Mag, 64% 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: Moonlight Ray (20% chance level 3). On weapon hit: * 8% chance to reduce damage dealt by 21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Lustretorrent' (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage (Melee): 6 acid / 5 fire / 3 cold / 5 lightning Changes stats: +2 Mag / +3 Wil Changes resistances: +6% light Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +27% Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +14.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +6 ice / +10 fire / +8 acid / +9 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Kindlehunt' (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% light / +12% temporal Changes resistances penetration: +5% fire Changes damage: +6% fire Mental save: +7 (+2 eff.) Maximum life: +51.00 When used to modify unarmed attacks: Power: 128% Range: 1.4x Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Mayassra the linen wizard hat (6 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +5% arcane Reduces incoming crit damage: 10.00% Equilibrium when hit: +0.70 Psi when hit: +0.80 Hate when hit: +0.80 A pointy cloth hat, very wizardly... |
Lightwreath the drakeskin leather hat (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +2 Dex / +10 Con Changes resistances penetration: +5% cold Changes damage: +18% light Light radius: +3 A hat made of leather. Very stylish. |
Ce'Nerin (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +7% blight / +7% fire / +6% cold Mental save: +8 (+3 eff.) Blindness immunity: +10% Silence immunity: +20% Teleport immunity: +10% Infravision radius: +1 A hat made of leather. Very stylish. |
Yvothra (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil Changes resistances: +9% acid / +9% physical / +30% darkness / +12% cold Changes damage: +23% darkness / +12% physical Reduces incoming crit damage: 5.00% Physical save: +10 (+4 eff.) Maximum hate: +8.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather cap of knowledge (0 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +2 Wil Changes resistances: +13% light / +14% darkness Mindpower: +4 (+1 eff.) A cap made of leather. |
dwarven-steel helm 'Layetira' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +7 Fatigue: +4% Changes stats: +5 Str / +3 Wil Changes resistances: +8% acid / +7% physical / +7% cold / +8% lightning / +7% fire Critical mult.: +10.00% Physical save: +5 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +20 (+6 eff.) Spell crit. chance: +2% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Porurakira (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 acid Changes stats: +7 Str / +4 Wil / +6 Cun Changes resistances penetration: +10% acid / +20% mind Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
6 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. |
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. |
8 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. |
9 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
4 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. |
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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2021 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 1957/2021. A set of 2021 tiny explosive spheres. |
Xidhetta the JetvagrantInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes resistances: +6% darkness / +6% cold Changes damage: +18% darkness / +12% cold Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +8 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. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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. |
steel back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Fatigue: -8% Maximum encumbrance: +20 Tinkers can be attached to normal items to improve them with steam power! |
powerful healing salve [power 373] powerful healing salve [power 373]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 178% efficiency and 60% cooldown modifier. It can be used to heal 373 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 323] powerful pain suppressor salve [power 323]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 178% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -323 life and reduces all damage by 18% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 (+1 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 10 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 20% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of psionic shield [power 47] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Chargeblur [power 230] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% lightning / +3% light Changes damage: +6% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% for 2 turns. * Reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Dominic the Dash! the Drem Adventurer level 22
17th Steel 123rd year of Ascendancy at 15:14 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Dominic the Dash! the Drem Adventurer level 29
30th Stralite 123rd year of Ascendancy at 16:54 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dominic the Dash! the Drem Adventurer level 14
7th Shortage 122nd year of Ascendancy at 09:00 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dominic the Dash! the Drem Adventurer level 18
29th Shortage 122nd year of Ascendancy at 11:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dominic the Dash! the Drem Adventurer level 10
44th Dearth 122nd year of Ascendancy at 16:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dominic the Dash! the Drem Adventurer level 20
1st Steel 123rd year of Ascendancy at 19:21 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dominic the Dash! the Drem Adventurer level 30
30th Stralite 123rd year of Ascendancy at 21:05 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Dominic the Dash! the Drem Adventurer level 19
29th Iron 123rd year of Ascendancy at 18:23 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Dominic the Dash! the Drem Adventurer level 22
17th Steel 123rd year of Ascendancy at 22:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dominic the Dash! the Drem Adventurer level 25
20th Gold 123rd year of Ascendancy at 07:51 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Dominic the Dash! the Drem Adventurer level 21
16th Steel 123rd year of Ascendancy at 15:17 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dominic the Dash! the Drem Adventurer level 13
2nd Shortage 122nd year of Ascendancy at 01:57 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dominic the Dash! the Drem Adventurer level 24
45th Steel 123rd year of Ascendancy at 20:27 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dominic the Dash! the Drem Adventurer level 10
4th Loss 122nd year of Ascendancy at 17:01 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dominic the Dash! the Drem Adventurer level 25
20th Gold 123rd year of Ascendancy at 15:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dominic the Dash! the Drem Adventurer level 17
26th Shortage 122nd year of Ascendancy at 23:41 see stats
Log
Dominic the Dash! hits Ivumira the black bear for 173 physical, 82 physical, 13 lightning, 5 fire, 205 lightning, 9 nature, 15 darkness, 12 lightning, 5 fire, 190 physical, 50 light, 64 darkness, 12 lightning, 5 fire (841 total damage).
Ivumira the black bear is free from the gore.
Ivumira the black bear starts to bleed.
Dominic the Dash! converts damage to paradox!
Dominic the Dash! converts some damage to Psi!
Melee retaliation hits Dominic the Dash! for 4 to psi, (2 converted), 5 cold (8 total damage).
Dominic the Dash! hits Ivumira the black bear for 167 physical, 9 nature, 15 darkness, 13 lightning, 5 fire (208 total damage).
Dominic the Dash! is filled with dark power!
Most stores should have new stock now.
Welcome to level 30 [Dominic the Dash!].
Dominic the Dash! has 3 stat point(s), 2 class talent point(s) to spend. Press p to use them.
Personal New Achievement: Level 30 (Insane (Adventure) difficulty)!
You collect a new ingredient: bear paw (1).
Dominic the Dash! converts damage to paradox!
Dominic the Dash! converts some damage to Psi!
Dominic the Dash! HEALS from cold damage!
Dominic the Dash! mentally dismisses some damage!
Melee retaliation hits Dominic the Dash! for (5 dismissed), 1 to psi, (1 converted), 2 cold, 1 healing (1 psi heal) (3 total damage) [1 healing].
Dominic the Dash!'s Beyond the Flesh hits Ivumira the black bear for 183 physical, 48 light, 61 darkness, 13 lightning, 5 fire, 62 physical (372 total damage).
Dominic the Dash!'s Beyond the Flesh killed Ivumira the black bear!
Dominic the Dash! picks up (0.): Voidpain (23/23, 165% power, 6 apr).
Reality around Dominic the Dash! is coherent again.
Dominic the Dash! slides on a rock!
Dominic the Dash! resists!
Ran for 3 turns (stop reason: trap).
Dominic the Dash! picks up (X.): arcing stralite steamsaw of paradox (135% power, 0 apr).






















































































































































