Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Prowler Class 1.4.6Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Embers of Rage 1.4.4Official 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:
Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Gladiator 1.4.6Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Adjustable Talent/Stat/Generic/Category Point Multiplier 1.2.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Bastion 1.4.6A complete rework for Bulwark. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Ogre |
Class | Tinker Hero |
Level / Exp | 22 / 30% |
Size | gargantuan |
Lifes / Deaths | Killed by steel drake hatchling at level 5 on the 7th Mirth 122nd year of Ascendancy at 06:49 / 11Killed by Jamiel the thalore at level 8 on the 13rd Dusk 122nd year of Ascendancy at 07:13 Killed by ritch flamespitter at level 8 on the 13rd Dusk 122nd year of Ascendancy at 08:40 Killed by Isemina the large brown snake at level 8 on the 18th Dusk 122nd year of Ascendancy at 22:44 Killed by giant spider at level 11 on the 32nd Dusk 122nd year of Ascendancy at 17:44 Killed by war hound at level 12 on the 51st Dusk 122nd year of Ascendancy at 22:46 Killed by war hound at level 12 on the 51st Dusk 122nd year of Ascendancy at 23:46 Killed by Itgapendi the shalore at level 12 on the 52nd Dusk 122nd year of Ascendancy at 00:54 Killed by Itgapendi the shalore at level 12 on the 52nd Dusk 122nd year of Ascendancy at 02:08 Killed by Rmadubco the human at level 12 on the 55th Dusk 122nd year of Ascendancy at 01:52 Killed by Azimaesha the shalore at level 12 on the 64th Dusk 122nd year of Ascendancy at 18:54 |
Antimagic | Follower |
Primary Stats
Strength | 89 (base 51) |
Dexterity | 76 (base 51) |
Constitution | 66 (base 44) |
Magic | 11 (base 9) |
Willpower | 52 (base 51) |
Cunning | 55 (base 51) |
Resources
Hate | 83/100 |
Equilibrium | 15 |
Life | 921/941 |
Stamina | 220/223 |
Psi | 131/132 |
Healing Factor | 1.6483453138235 |
Regeneration | 20.604316422793 |
Speed
Mental | +29.116580041578% |
Attack | 0% |
Movement | +61.020684543602% |
Spell | 0% |
Global | +102% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 97 |
Accuracy | 68 |
Crit Chance | 96% |
APR | 76 |
Speed | 0.68 |
Offense: Offhand
Damage | 89 |
Accuracy | 68 |
Crit Chance | 89% |
APR | 65 |
Speed | 0.68 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 53.1 (84.761904761905%) |
Defense | 50 |
Ranged Defense | 51 |
Fatigue | 1.1125 |
Physical Save | 65 |
Spell Save | 46 |
Mental Save | 44 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 73% |
Confusion Resistance | 10% |
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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 113% efficiency and cooldown mod of 61%. |
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 157% efficiency and cooldown mod of 57%. Its effects scale with your Cunning stat. |
Class Talents
Technique / Armor forging | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Expertise / Swords | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Arms Handling | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Expertise / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Expertise / Axes | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat expertise | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Weapon forging | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arms | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Gladiator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.20 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Precision |
talent | Augmentation |
talent | Combat Instinct |
talent | Wild Growth |
talent | Iron Guard |
talent | Frenzy |
talent | Beyond the Flesh |
beneficial effect | Parrying melee attacks: Has a 17% chance to deflect up to 9 damage from the next 1.4 attack(s). Parrying |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the injured psion to the recall portal on level 4 of Old Forest. Escort: injured psion (level 4 of Old Forest)As a reward you improved talent Psychometry (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Willpower by +1. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
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 |
Equipment
Psionic focus | forged insidious dwarven-steel greatmaul of massacre (88.9-133.35 power, 14 apr) forged insidious dwarven-steel greatmaul of massacre (88.9-133.35 power, 14 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 88.9 - 133.4 Uses stat: 85% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +14 Physical crit. chance: +7.5% Attack speed: 114% When this weapon hits: Mind Blast (15% chance level 4). Damage (Melee): +37 insidious poison / +34 cold / +34 arcane When wielded/worn: Changes damage: +18% arcane / +18% fire Talent granted: +2 Acidic Spray Massive two-handed mauls. |
On hands | restful iron gauntlets of dexterity (+3) (0 def, 1 armour) restful iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +3 Dex Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Adubeth the Nimbusmaim Adubeth the NimbusmaimCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% acid Light radius: +4 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 | dragonslayer's hardened leather hat of ire (0 def, 3 armour) dragonslayer's hardened leather hat of ire (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +9% acid / +7% fire / +7% lightning / +7% cold Physical save: +8 (+2 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.4 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 17 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
On feet | traveler's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) traveler's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -4% Maximum encumbrance: +25 Physical save: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Drolar the dwarven-steel pickaxe (dig speed 30 turns) Drolar the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Wil / +1 Cun / +2 Con Changes resistances: +12% nature Changes damage: +7% nature Physical save: +10 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings can have magical properties. |
On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Rings can have magical properties. |
Around neck | warrior's steel amulet of healing warrior's steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +8% physical Cut immunity: +50% Stamina each turn: +0.40 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 193 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | forged dwarven-steel mace (43-60.2 power, 28 apr) forged dwarven-steel mace (43-60.2 power, 28 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 43.0 - 60.2 Uses stat: 71% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +28 Physical crit. chance: +19.5% Attack speed: 114% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +24 nature / +24 arcane When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 lightning Changes resistances: +3% light Changes damage: +6% lightning / +13% nature / +13% acid Talent granted: +2 Deadly Strikes Blunt and deadly. |
Around waist | Voragana VoraganaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +12% fire / +2% physical Spell save: +6 (+2 eff.) Confusion immunity: +10% Size category: +1 A belt that goes around your waist. |
In off hand | forged stralite waraxe (50-70 power, 17 apr) forged stralite waraxe (50-70 power, 17 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 50.0 - 70.0 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +17 Physical crit. chance: +12.5% Attack speed: 114% When this weapon hits: Silence (10% chance level 2). Damage (Melee): +24 lightning / +24 physical / +14 mind Burst (radius 2) on crit: +7 fire When wielded/worn: Changes resistances penetration: +6% fire Changes damage: +13% physical / +13% temporal Talent granted: +4 Blindside Global speed: +2% One-handed war axes. |
Cloak | Brandpiety the linen cloak (1 def, 0 armour) Brandpiety the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Cun / +1 Dex Changes resistances: +12% fire Changes damage: +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | forged stralite mail armour (7 def, 22.5 armour) forged stralite mail armour (7 def, 22.5 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +22 Defense: +7 (+2 eff.) Fatigue: +16% Changes resistances: +7% acid / +7% cold / +11% darkness / +11% fire Talent cooldown: Unstoppable (-5 turns) Talent granted: +1 Second Wind Allows you to breathe in: water Physical save: +22 (+5 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +156.00 A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 80% / cooldown 86%) medical injector implant (efficiency 80% / cooldown 86%)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 86%. 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 95% / cooldown 77%) medical injector implant of the wizard (efficiency 95% / cooldown 77%)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 95% efficiency and cooldown mod of 77%. 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.. |
steam generator implant of the psychic (steam 9) steam generator implant of the psychic (steam 9)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: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 10) steam generator implant of the titan (steam 10)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: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the titan (600% speed; 4 turns) movement infusion of the titan (600% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Eryleg the Dimdeath Eryleg the DimdeathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes resistances penetration: +5% blight Changes damage: +12% darkness Confusion immunity: +26% Amulets can have magical properties. |
Gilygund the Cloudquarry Gilygund the CloudquarryInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +1 Mag / +13 Wil Changes resistances: +18% light / +18% darkness Blindness immunity: +32% Maximum vim: +20.00 Spellpower: +8 (+8 eff.) Spell crit. chance: +1% Damage Shield penetration: +20% Amulets can have magical properties. |
steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. BoltwingBoltwing Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom * 15% chance to daze Damage (Melee): 5 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +3 Cun Changes resistances: +26% lightning / +3% cold / +5% arcane Changes damage: +13% lightning Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.4 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 28 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
This item will automatically be transmogrified when you leave the level. marksman's steel ring of nature (+26%)marksman's steel ring of nature (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of erosion (29.5-44.25 power, 2 apr)dwarven-steel battleaxe of erosion (29.5-44.25 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +7 nature / +16 temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of massacre (41.5-62.25 power, 2 apr)dwarven-steel battleaxe of massacre (41.5-62.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
forged dwarven-steel battleaxe (59.9-89.85 power, 14 apr) forged dwarven-steel battleaxe (59.9-89.85 power, 14 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 59.9 - 89.8 Uses stat: 83% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +14 Physical crit. chance: +12.5% Attack speed: 114% When this weapon hits: Stun (15% chance level 3). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +46 lightning / +46 light Damage against: +7% Undead When wielded/worn: Changes damage: +18% arcane / +18% fire Talent granted: +4 Deadly Strikes Massive two-handed battleaxes. |
forged steel battleaxe (38.5-57.75 power, 14 apr) forged steel battleaxe (38.5-57.75 power, 14 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 38.5 - 57.8 Uses stat: 82% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +14 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +31 nature When wielded/worn: Changes damage: +17% physical Talent granted: +1 Bone Grab Massive two-handed battleaxes. |
reforged dwarven-steel battleaxe 'Scaldwrither' (63.3-94.95 power, 14 apr) reforged dwarven-steel battleaxe 'Scaldwrither' (63.3-94.95 power, 14 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 63.3 - 94.9 Uses stat: 85% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +14 Physical crit. chance: +12.5% Attack speed: 114% When this weapon hits: Realign (15% chance level 3). On weapon hit: * 12% chance to inflict damage reduction * 20% chance to torment the target * 20% chance to curse the target Damage (Melee): +34 physical / +16 cold / +34 nature When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +6% blight / +3% fire Changes resistances penetration: +10% mind / +13% darkness Changes damage: +15% blight / +18% temporal / +18% fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of erosion (17.5-22.75 power, 7 apr)dwarven-steel dagger of erosion (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 nature / +7 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of massacre (25-32.5 power, 7 apr)dwarven-steel dagger of massacre (25-32.5 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
forged steel dagger (18.5-24.05 power, 18 apr) forged steel dagger (18.5-24.05 power, 18 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1 Uses stats: 32% Wil, 32% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Manathrust (15% chance level 2). Damage (Melee): +14 insidious poison / +18 cold When wielded/worn: Changes damage: +10% physical Sharp, short and deadly. |
forged stralite dagger (42.3-54.99 power, 21 apr) forged stralite dagger (42.3-54.99 power, 21 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 42.3 - 55.0 Uses stats: 33% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +30 Armour Penetration: +21 Physical crit. chance: +14.0% Attack speed: 114% When this weapon hits: Disarm (15% chance level 1). Damage (Melee): +15 insidious poison / +19 light / +19 lightning Damage against: +8% Unnatural When wielded/worn: Changes stats: +3 Wil Changes damage: +10% nature / +10% mind Talent granted: +1 Deadly Strikes Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of massacre (15-19.5 power, 6 apr)insidious steel dagger of massacre (15-19.5 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 15.0 - 19.5 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +14 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword (39-62.4 power, 2 apr)dwarven-steel greatsword (39-62.4 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
forged dwarven-steel greatsword (62.8-100.48 power, 14 apr) forged dwarven-steel greatsword (62.8-100.48 power, 14 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 62.8 - 100.5 Uses stat: 85% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +14 Physical crit. chance: +9.5% Attack speed: 114% When this weapon hits: Bleeding Edge (10% chance level 3). Damage (Melee): +34 arcane / +34 fire When wielded/worn: Changes resistances: +13% acid / +13% fire / +13% lightning / +19% cold Changes damage: +18% blight / +18% physical Talent granted: +3 Acidic Spray Spell save: +10 (+3 eff.) Massive two-handed swords. |
forged dwarven-steel greatsword (65.4-104.64 power, 14 apr) forged dwarven-steel greatsword (65.4-104.64 power, 14 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 65.4 - 104.6 Uses stat: 83% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +14 Physical crit. chance: +9.5% Attack speed: 114% When this weapon hits: Disarm (15% chance level 3). On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +34 fire / +34 light When wielded/worn: Changes damage: +18% lightning / +18% arcane Talent granted: +1 Deadly Strikes Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty yew longbowmighty yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel longsword of massacre (29.5-41.3 power, 4 apr)chilling dwarven-steel longsword of massacre (29.5-41.3 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 29.5 - 41.3 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 cold Sharp, long, and deadly. |
forged dwarven-steel longsword (39.5-55.3 power, 16 apr) forged dwarven-steel longsword (39.5-55.3 power, 16 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 39.5 - 55.3 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +9.5% Attack speed: 114% When this weapon hits: Mind Blast (15% chance level 3). On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +24 lightning / +5 nature / +24 arcane When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +1 Dex Changes damage: +13% nature / +13% temporal Talent granted: +4 Blindside Sharp, long, and deadly. |
forged iron longsword (22-30.8 power, 14 apr) forged iron longsword (22-30.8 power, 14 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 22.0 - 30.8 Uses stat: 70% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +14 Physical crit. chance: +8.5% Attack speed: 114% Damage (Melee): +22 lightning When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+1 eff.) Changes damage: +12% fire Disarm immunity: +20% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's steel longsword of purging (15.5-21.7 power, 3 apr)warbringer's steel longsword of purging (15.5-21.7 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +12% Sharp, long, and deadly. |
forged dwarven-steel mace (48-67.2 power, 16 apr) forged dwarven-steel mace (48-67.2 power, 16 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 48.0 - 67.2 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +7.5% Attack speed: 114% When this weapon hits: Distortion Wave (15% chance level 3). Damage (Melee): +24 lightning / +8 temporal / +7 darkness / +14 nature / +24 physical Damage against: +8% Living When wielded/worn: Changes damage: +13% light / +13% mind Talent granted: +4 Slime Spit Blunt and deadly. |
forged dwarven-steel mace (43.5-60.9 power, 16 apr) forged dwarven-steel mace (43.5-60.9 power, 16 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 43.5 - 60.9 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +7.5% Attack speed: 114% When this weapon hits: Distortion Wave (15% chance level 3). Damage (Melee): +24 lightning / +24 physical When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +3% lightning Changes resistances penetration: +10% mind Changes damage: +13% blight / +13% cold Talent granted: +3 Acidic Spray Blunt and deadly. |
forged dwarven-steel mace (43-60.2 power, 16 apr) forged dwarven-steel mace (43-60.2 power, 16 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 43.0 - 60.2 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +7.5% Attack speed: 114% When this weapon hits: Acid Breath (10% chance level 2). Damage (Melee): +24 lightning / +24 darkness When wielded/worn: Changes resistances: +7% acid / +9% fire / +9% lightning / +9% cold Changes damage: +13% arcane / +13% fire Spell save: +6 (+2 eff.) Blunt and deadly. |
Falcon's Eye (7-7.7 power, 15 apr, mind damage) Falcon's Eye (7-7.7 power, 15 apr, mind damage)Requires: - Willpower 12 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +1 Sight radius: +1 It can be used to activate talent Earth's Eyes (costing 15 power out of 18/18) : Effective talent level: 1.2 Power cost: 15 out of 18/18. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. |
This item will automatically be transmogrified when you leave the level. enduring thorny mindstar (8-8.8 power, 24 apr, nature damage)enduring thorny mindstar (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +6% nature / +8% physical Talent mastery: +0.20 Technique / Conditioning Mindpower: +6 (+2 eff.) Mental crit. chance: +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. |
living mindstar 'Sepsislash' (17.5-19.25 power, 40 apr, nature damage) living mindstar 'Sepsislash' (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +8 nature When wielded/worn: Effects when hit in melee: * Slows global speed by 5% Changes resistances: +6% nature / +3% acid Changes resistances penetration: +10% acid Changes damage: +13% acid / +11% nature Equilibrium when hit: +4.20 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. nature's mossy mindstar of clarity (2.5-2.75 power, 12 apr, mind damage)nature's mossy mindstar of clarity (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +2% nature Mental save: +3 (+1 eff.) Disease immunity: +11% Maximum psi: +15.00 Mindpower: +2 (+0 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. mighty cured leather slingmighty cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Betodheth the yew starstaff (27-32.4 power, 4 apr, physical element)Betodheth the yew starstaff (27-32.4 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 27.0 - 32.4 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Changes resistances: +9% mind / +5% arcane Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+9 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of might (20-24 power, 4 apr, arcane element)yew magestaff of might (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. insidious iron steamsaw (11-16.5 power, 0 apr)insidious iron steamsaw (11-16.5 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.0 - 16.5 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% Attack speed: 100% Block value: +10 Damage (Melee): +13 insidious poison Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
forged balanced dwarven-steel waraxe of erosion (33.5-46.9 power, 16 apr) forged balanced dwarven-steel waraxe of erosion (33.5-46.9 power, 16 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 33.5 - 46.9 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +10.5% Attack speed: 114% When this weapon hits: Bleeding Edge (10% chance level 2). Damage (Melee): +24 lightning / +9 temporal / +5 nature / +24 physical When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+1 eff.) Changes damage: +13% mind / +13% fire Talent granted: +2 Slime Spit Disarm immunity: +20% One-handed war axes. |
forged dwarven-steel waraxe (36-50.4 power, 16 apr) forged dwarven-steel waraxe (36-50.4 power, 16 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 36.0 - 50.4 Uses stat: 71% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +10.5% Attack speed: 114% When this weapon hits: Bleeding Edge (10% chance level 2). On weapon hit: * 15% chance to cause random gloom Damage (Melee): +23 lightning / +5 mind / +23 light When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes damage: +12% mind / +12% physical Talent granted: +1 Deadly Strikes One-handed war axes. |
forged dwarven-steel waraxe (29.5-41.3 power, 16 apr) forged dwarven-steel waraxe (29.5-41.3 power, 16 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.5 - 41.3 Uses stat: 71% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +10.5% Attack speed: 114% When this weapon hits: Bleeding Edge (10% chance level 2). Damage (Melee): +24 lightning / +5 temporal / +13 cold / +6 nature / +24 physical When wielded/worn: Changes damage: +13% cold / +13% temporal Talent granted: +1 Slime Spit One-handed war axes. |
forged dwarven-steel waraxe (39-54.6 power, 16 apr) forged dwarven-steel waraxe (39-54.6 power, 16 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 39.0 - 54.6 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +10.5% Attack speed: 114% Damage (Melee): +15 insidious poison / +24 nature / +24 light When wielded/worn: Changes damage: +13% lightning / +13% temporal Talent granted: +4 Deadly Strikes One-handed war axes. |
forged insidious dwarven-steel waraxe of projection (39-54.6 power, 16 apr) forged insidious dwarven-steel waraxe of projection (39-54.6 power, 16 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 39.0 - 54.6 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +10.5% Attack speed: 114% When this weapon hits: Battle Call (15% chance level 2). Damage (Melee): +15 insidious poison / +24 fire / +9 mind / +24 arcane When wielded/worn: Changes damage: +13% nature / +13% acid Talent granted: +2 Deadly Strikes It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
Vine Whip (21-23.1 power, 5 apr) Vine Whip (21-23.1 power, 5 apr)Requires: - Dexterity 20 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Base power: 21.0 - 23.1 Uses stat: 60% Cun Damage type: Entangle Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 125% It can be used to pull an enemy into melee range, costing 20 power out of 40/40. This whip feels like a living plant, but is oddly stretchy |
Nerelekira NerelekiraInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +2% physical / +6% blight Mental save: +3 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak (9 def, 0 armour)enveloping cashmere cloak (9 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant rough leather gloves of strength (+3) (0 def, 1 armour) radiant rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +3 Str Changes resistances: +7% light Changes damage: +4% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding hardened leather hat of dexterity (+4) (0 def, 3 armour) grounding hardened leather hat of dexterity (+4) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +9% lightning / +5% temporal A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. grounding iron helm (0 def, 3 armour)grounding iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal 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. insulating hardened leather hat (0 def, 3 armour)insulating hardened leather hat (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% fire / +5% cold A hat made of leather. Very stylish. |
miner's hardened leather cap of constitution (+4) (0 def, 6 armour) miner's hardened leather cap of constitution (+4) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +4 Con Infravision radius: +2 A cap made of leather. |
miner's rough leather hat of strength (+3) (0 def, 2 armour) miner's rough leather hat of strength (+3) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Str Infravision radius: +2 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel helm of trickery (0 def, 4 armour)prismatic dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex Changes resistances: +11% light / +14% darkness 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. prismatic rough leather cap of dexterity (+3) (0 def, 1 armour)prismatic rough leather cap of dexterity (+3) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +10% light / +11% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. shielding cashmere wizard hat of blight (+12%) (2 def, 0 armour)shielding cashmere wizard hat of blight (+12%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag Changes resistances: +12% blight Changes damage: +12% blight Spell save: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
forged dwarven-steel mail armour (6.5 def, 29.5 armour) forged dwarven-steel mail armour (6.5 def, 29.5 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +30 Defense: +6 (+2 eff.) Fatigue: +16% Changes resistances: +11% lightning / +11% arcane Talent cooldown: Vigorous Assault (-3 turns) Talent granted: +2 Second Wind Physical save: +22 (+5 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +151.00 A suit of armour made of mail. |
forged stralite mail armour (7 def, 21.5 armour) forged stralite mail armour (7 def, 21.5 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +22 Defense: +7 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +11% lightning / +18% temporal / +11% darkness Talent cooldown: Disengage (-1 turn) Physical save: +22 (+5 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +156.00 A suit of armour made of mail. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of fire resistance (3 def, 6 armour)hardened leather armour of fire resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +18% fire A suit of armour made of leather. |
forged dwarven-steel plate armour (8 def, 26.5 armour) forged dwarven-steel plate armour (8 def, 26.5 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +26 Defense: +8 (+2 eff.) Fatigue: +24% Changes resistances: +18% fire / +11% nature / +11% arcane Talent cooldown: Vigorous Assault (-3 turns) Talents granted: +1 Power Catalyst: Mind +1 Nature's Touch Physical save: +22 (+5 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +152.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel plate armour of spell shielding (5 def, 11 armour)prismatic dwarven-steel plate armour of spell shielding (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes resistances: +12% light / +12% darkness / +5% arcane Spell save: +15 (+5 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel shield (8 def, 7 armour, 101 block)reinforced dwarven-steel shield (8 def, 7 armour, 101 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. barbed quiver of yew arrows (23/23, 35.5-49.7 power, 10 apr)barbed quiver of yew arrows (23/23, 35.5-49.7 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 On weapon crit: * wounds the target Damage (Ranged): +5 bleed Arrows are used with bows to pierce your foes to death. |
4 hematite 4 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 agate 5 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
115 alchemist agate 115 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+5 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+3 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
8 carnelian 8 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 328] powerful healing salve [power 328]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 157% efficiency and 57% cooldown modifier. It can be used to heal 328, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 28] powerful water salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 157% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (28% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 18] simple frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 157% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 small geode 3 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
7 tiny geode 7 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. arcane yew wand of clairvoyance [power 11] (6 cooldown)arcane yew wand of clairvoyance [power 11] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
opal opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gilgamesh, King of Arms the Ogre Tinker Hero level 15
71st Dusk 122nd year of Ascendancy at 16:30 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 15
11st Haze 122nd year of Ascendancy at 02:36 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 17
42nd Haze 122nd year of Ascendancy at 11:17 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 19
44th Haze 122nd year of Ascendancy at 14:43 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 12
64th Dusk 122nd year of Ascendancy at 20:48 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 15
71st Dusk 122nd year of Ascendancy at 13:04 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 10
20th Dusk 122nd year of Ascendancy at 21:19 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 20
44th Haze 122nd year of Ascendancy at 14:43 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 18
43rd Haze 122nd year of Ascendancy at 01:19 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 12
64th Dusk 122nd year of Ascendancy at 18:49 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 8
9th Mirth 122nd year of Ascendancy at 18:59 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 15
71st Dusk 122nd year of Ascendancy at 16:30 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 8
5th Flare 122nd year of Ascendancy at 23:27 see stats
By Gilgamesh, King of Arms the Ogre Tinker Hero level 20
44th Haze 122nd year of Ascendancy at 23:16 see stats
Log
Gilgamesh, King of Arms activates Beyond the Flesh.
Gilgamesh, King of Arms deactivates Wild Growth.
Gilgamesh, King of Arms activates Wild Growth.
Gilgamesh, King of Arms deactivates Iron Guard.
Gilgamesh, King of Arms activates Iron Guard.
Gilgamesh, King of Arms deactivates Frenzy.
Gilgamesh, King of Arms activates Frenzy.
Gilgamesh, King of Arms deactivates Combat Instinct.
Gilgamesh, King of Arms activates Combat Instinct.
Gilgamesh, King of Arms deactivates Precision.
Gilgamesh, King of Arms activates Precision.
Gilgamesh, King of Arms deactivates Augmentation.
Gilgamesh, King of Arms activates Augmentation.
Gilgamesh, King of Arms deactivates Beyond the Flesh.
Gilgamesh, King of Arms activates Beyond the Flesh.
Gilgamesh, King of Arms deactivates Wild Growth.
Gilgamesh, King of Arms activates Wild Growth.
Gilgamesh, King of Arms deactivates Iron Guard.
Gilgamesh, King of Arms activates Iron Guard.
Gilgamesh, King of Arms deactivates Frenzy.
Gilgamesh, King of Arms activates Frenzy.
Gilgamesh, King of Arms deactivates Combat Instinct.
Gilgamesh, King of Arms activates Combat Instinct.
Gilgamesh, King of Arms deactivates Augmentation.
Gilgamesh, King of Arms deactivates Beyond the Flesh.
Gilgamesh, King of Arms deactivates Precision.
Gilgamesh, King of Arms deactivates Combat Instinct.
Gilgamesh, King of Arms deactivates Iron Guard.
Gilgamesh, King of Arms deactivates Wild Growth.
Gilgamesh, King of Arms deactivates Frenzy.