










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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.
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!Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.4Combines 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Skirmisher |
| Level / Exp | 30 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Islibremira the corrupted acidic digestor at level 30 on the 5th Flare 123rd year of Ascendancy at 17:42 / 1 |
Primary Stats
| Strength | 39 (base 10) |
| Dexterity | 76 (base 60) |
| Constitution | 21 (base 10) |
| Magic | 23 (base 11) |
| Willpower | 30 (base 11) |
| Cunning | 79 (base 60) |
Resources
| Life | -48/819 |
| Stamina | 196/237 |
| Steam | 100/100 |
| Healing Factor | 1.2348044672221 |
| Regeneration | 38.681951087814 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 88.726095006891 |
| See Invisible | 78.726095006891 |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 64 |
| Crit Chance | 36% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Arcane | +10% |
| Cold | +19% |
| All | +7% |
| Lightning | +16% |
| Light | +36% |
| Physical | +22% |
| Mind | +22% |
| Fire | +17% |
| Nature | +55% |
Offense: Damage Penetration
| Nature | +15% |
| Light | +10% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 60.398444118722 (100%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 24 |
| Mental Save | 39 |
Defense: Resistances
| Lightning | + 38%( 70%) |
| Acid | + 55%( 70%) |
| Nature | + 64%( 70%) |
| Darkness | + 30%( 70%) |
| Cold | + 34%( 70%) |
| Physical | + 31%( 70%) |
| Fire | + 25%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 56% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 49 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. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 414 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Cyroth the red crystal. Escort: lost warrior (level 1 of Old Forest) | failed |
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 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)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 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 ice dragon that dwelled there. | done |
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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * '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.' * You've found the needed ice wyrm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | 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 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Physical save: +15 (+7 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Steampower: +3 (+1 eff.) These boots have a 7% 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 (88 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (149 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 13 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. |
| Quiver | barbed pouch of voratun shots of grasping (15/21, 173% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 173% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +15.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 181 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +20% light Maximum life: +42.00 Light radius: +10 See stealth: +10 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 | Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +12 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +21 (+7 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 24 power out of 35/35) : Effective talent level: 3.5 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | polar drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +3 Damage (Melee): 6 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +6% cold Talent granted: +5 Iron Grip Disarm immunity: +100% When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +8 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of lightning storm 'Skysaw' [power 116] (9/11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +15% fire Changes damage: +9% lightning It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (134 total damage) Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+5 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +3% nature / +6% cold Changes damage: +5% all Disarm immunity: +29% Confusion immunity: +20% Pinning immunity: +33% Stun/Freeze immunity: +20% Knockback immunity: +21% Maximum life: +36.00 Spellpower: +22 (+9 eff.) Mindpower: +9 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | AdyrinneInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +26% nature / +3% physical Changes damage: +13% nature / +3% arcane Stun/Freeze immunity: +32% Life regen: +20.00 Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum life: +75.00 Healing mod.: +14% Rings make your fingers look great! |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Brightstrike Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 Damage (Ranged): +8 light Damage (radius 2) on crit: +12 blight When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +5 Str Changes resistances: +18% darkness / +9% cold Changes resistances penetration: +10% light Changes damage: +9% light Knockback immunity: +10% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Ravenpeal the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -20% Damage when hit (Melee): 2 darkness Changes resistances: +6% fire / +3% darkness / +5% cold Changes damage: +15% physical / +6% cold Maximum encumbrance: +50 A belt that goes around your waist. |
| In off hand | voratun shield 'Xanemibeth' (0 def, 10 armour, 179% power, 202.5 block) Requires: - Shield usage training - Cunning 48 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * 20% chance to reduce armor by 29% Damage (Melee): +12 acid When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 14% chance to reduce all saves and defense by 28 Effects when hit in melee: * 24% chance to reduce all saves and defense by 28 Damage when hit (Melee): 25 lightning On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Changes stats: +7 Str / +6 Mag / +2 Cun Changes damage: +6% acid Talent granted: +1 Block Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. Handheld deflection devices. |
| Cloak | Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +30% lightning Stun/Freeze immunity: +50% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +50% acid / +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 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
blink rune of the psychic (range 5; phase 15; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 5; phase 23; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
biting gale rune of the psychic (damage 162; dur 4; 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 direct a cone of chilling stormwind doing 161.84 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 240; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 240 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain FlareRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
DazzlebrazeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% temporal / +12% light / +10% darkness Changes resistances penetration: +15% light Blindness immunity: +22% Maximum stamina: +10.00 Amulets make your neck look great! |
PitchbraidInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes resistances: +12% light / +22% darkness / +3% nature Changes resistances penetration: +15% darkness Changes damage: +9% nature / +6% darkness Blindness immunity: +24% Amulets make your neck look great! |
copper amulet 'Furnacemoon'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Cun Changes resistances penetration: +10% fire Mental save: +6 (+2 eff.) Life regen: +1.00 Equilibrium when hit: +0.04 Mental crit. chance: +1% Amulets make your neck look great! |
copper amulet 'Xalle'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Str Changes resistances: +5% arcane / +9% fire Life regen: +2.00 See invisible: +6 Amulets make your neck look great! |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
restful copper amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 23% * 6% chance to blind Changes damage: +6% light / +6% darkness Life regen: +1.00 Amulets make your neck look great! |
wanderer's copper amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 23% * 6% chance to blind Changes stats: +4 Dex / +3 Cun / +4 Con Changes damage: +7% light / +6% darkness Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
wanderer's copper amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +4 Cun / +4 Con Blindness immunity: +14% Life regen: +2.00 Stamina each turn: +0.40 Infravision radius: +2 Sight radius: +2 See invisible: +6 Movement speed: +10% Amulets make your neck look great! |
warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
RelgigenPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Wil / +2 Mag Changes resistances: +12% mind Changes resistances penetration: +5% temporal Critical mult.: +5.00% Confusion immunity: +24% Life regen: +2.00 Amulets make your neck look great! |
ZanarimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +2 Cun / +6 Lck Changes resistances: +9% mind Changes damage: +3% mind Talent mastery: +0.16 Technique / Buckler Training Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
mindweaver's steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+3 eff.) Confusion immunity: +10% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Amulets make your neck look great! |
Unrokalthoran the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +10 Defense: +25 (+6 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Cun Changes resistances: +6% mind Only die when reaching: -80.00 life Amulets make your neck look great! |
gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Amulets make your neck look great! |
grounding gold amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% lightning Stun/Freeze immunity: +27% Amulets make your neck look great! |
insulating gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% fire / +12% cold Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 41 power out of 60/60) : Effective talent level: 3.5 Power cost: 41 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
stralite amulet 'Blindoblivion'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +9% lightning / +9% fire / +15% nature / +6% blight Changes damage: +12% light Maximum life: +40.00 Light radius: +3 Amulets make your neck look great! |
stralite amulet 'Hulach'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% lightning / +6% fire / +9% acid Critical mult.: +20.00% Stun/Freeze immunity: +43% Mana each turn: +0.08 Maximum vim: +30.00 Healing mod.: +20% Amulets make your neck look great! |
YvugamiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +30 (+7 eff.) Damage when hit (Melee): 4 mind Changes resistances: +6% temporal / +21% light / +19% darkness Spell save: +9 (+4 eff.) Blindness immunity: +32% Pinning immunity: +20% Teleport immunity: +20% Life regen: +2.00 Amulets make your neck look great! |
Belolle the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +3% light / +3% blight Pinning immunity: +20% Maximum life: +100.00 Rings make your fingers look great! |
copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
gladiator's copper ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 28 Damage (Melee): 6 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 28 Damage (Ranged): 6 physical Changes stats: +5 Str / +1 Cun / +5 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
gladiator's copper ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +12% acid / +12% fire / +11% lightning / +12% cold Rings make your fingers look great! |
mule's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +20 Rings make your fingers look great! |
rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
warrior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
conjurer's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +6 Wil Disarm immunity: +28% Pinning immunity: +25% Knockback immunity: +23% Maximum life: +25.00 Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +27.00 Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% nature / +7% blight Poison immunity: +13% Disease immunity: +10% Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Hanitodin the JetglamourCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +1 Dex Changes resistances: +6% darkness Changes resistances penetration: +25% cold Changes damage: +9% darkness / +9% physical Physical save: +6 (+3 eff.) Stun/Freeze immunity: +30% Life regen: +4.00 Rings make your fingers look great! |
gladiator's gold ring of the mountain (+12%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +12% physical Changes damage: +12% physical Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +4 Cun / +6 Dex Stun/Freeze immunity: +30% Rings make your fingers look great! |
rogue's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +17 (+4 eff.) Changes stats: +4 Cun It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +9 (+4 eff.) Spell save: +9 (+4 eff.) Mental save: +11 (+4 eff.) Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great! |
PrismguileInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+7 eff.) Changes stats: +1 Dex Changes resistances: +6% light Changes resistances penetration: +20% mind Changes damage: +6% physical Life regen: +8.00 Maximum life: +79.00 Maximum stamina: +30.00 Healing mod.: +14% Rings make your fingers look great! |
pixie's voratun ring of arcana (+0.26/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +4 Mag Silence immunity: +31% Mana each turn: +0.26 Spellpower: +11 (+5 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.lifebinding short dragonbone starstaff of illumination (136% power, 6 apr, temporal element) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +11 (+2 eff.) Changes stats: +6 Con Changes damage: +30% temporal Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +20 (+8 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +10% It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 143.45 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Yaralach the Morningstreaker (168% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% 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) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 light Damage (radius 2) on crit: +12 light Damage against: +37% Undead When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +10% temporal Light radius: +2 Massive two-handed battleaxes. |
Arywen the AbyssravenRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Crit. chance: +4.0% Attack speed: 100% Firing range: +8 Travel speed: +200% Damage (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Physical power: +10 (+4 eff.) Ammo reloads per turn: +1 Changes resistances penetration: +11% all Equilibrium when hit: +0.12 Slings are used to hurl stones or metal shots at your foes. |
enhanced hardened leather sling of enduringRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +5 Str / +6 Dex / +5 Mag / +12 Wil / +5 Cun / +11 Con Maximum life: +43.00 Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Gloryrin'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +16 acid / +8 arcane When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +4 Str / +4 Mag Changes damage: +17% acid / +21% arcane Infravision radius: +3 Slings are used to hurl stones or metal shots at your foes. |
arcing pouch of dwarven-steel shots of accuracy (19/19, 137% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of corruption (18/18, 139% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 When this weapon hits: Curse of Defenselessness (20% chance level 3). On weapon hit: * 20% chance to knock the target back 3 spaces and deal 181 physical damage Damage (Ranged): +7 physical Shots are used with slings to pummel your foes to death. |
tundral pouch of dwarven-steel shots of accuracy (19/19, 141% power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Damage (Ranged): +14 cold Damage (radius 2) on crit: +7 cold Shots are used with slings to pummel your foes to death. |
stralite shield of resilience (0 def, 8 armour, 163% power, 145 block)Requires: - Shield usage training - Cunning 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 163% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +145 When wielded/worn: Armour: +8 Fatigue: +8% Talent granted: +1 Block Maximum life: +88.00 Handheld deflection devices. |
Loratar (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances: +21% lightning / +9% all Changes resistances penetration: +15% arcane Changes damage: +14% lightning / +6% temporal / +5% nature / +7% all Poison immunity: +24% Disease immunity: +20% Spellpower: +10 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelorassra (30 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +4.0% Defense: +30 (+7 eff.) Changes stats: +5 Cun Changes resistances: +15% all Changes resistances penetration: +15% physical Changes damage: +20% light / +22% darkness Stamina each turn: +3.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +9% Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +7% blight / +15% all Life regen: +4.80 Maximum life: +85.00 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +6 Wil Mental save: +18 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Cun / +6 Wil Mental save: +14 (+5 eff.) Life regen: +4.00 Maximum life: +48.00 Healing mod.: +15% A suit of armour made of metal plates. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Salytira the SunhungerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +3 (+1 eff.) Changes stats: +3 Dex / +3 Cun / +3 Con Changes resistances: +6% fire Changes resistances penetration: +10% mind Changes damage: +6% mind / +12% fire Critical mult.: +7.00% Mental save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +7% A belt that goes around your waist. |
Radhumakath the linen cloak (1 def, 2 armour) =good=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +30 (+10 eff.) Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil / +2 Con Spell save: +6 (+3 eff.) Maximum mana: +40.00 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.marshal's elven-silk cloak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Str / +4 Con Physical save: +10 (+5 eff.) Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 60% (based on Cunning) Activation costs 34 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Bethayana the pair of dwarven-steel boots (15 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +15 (+3 eff.) Fatigue: +3% Changes stats: +3 Str / +2 Con Physical save: +12 (+6 eff.) Stamina each turn: +1.00 Mental crit. chance: +3% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Forestwolf the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 55% Changes stats: +3 Str / +3 Con Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +9% nature Silence immunity: +27% Confusion immunity: +23% Stun/Freeze immunity: +20% Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Ulyrach' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Str / +8 Con Changes resistances penetration: +8% physical Critical mult.: +10.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloudlore the pair of voratun boots (10 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Fatigue: -5% Effects on melee hit: * 20 arcane resource burn Changes stats: +11 Dex / +5 Cun / +4 Con Changes resistances: +3% acid / +3% cold / +6% lightning / +3% temporal Changes resistances penetration: +20% lightning Maximum encumbrance: +46 Physical save: +35 (+14 eff.) Spell save: +3 (+1 eff.) Mental save: +21 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's hardened leather gloves of magic (+2) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 fire / 6 cold / 4 lightning Changes stats: +6 Mag / +2 Wil Changes damage: +5% arcane When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 ice / +4 lightning / +7 fire / +8 arcane / +4 acid Damage (radius 2) on crit: +9 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat 'Mudunadrazor' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +2 (+0 eff.) Changes stats: +4 Mag Changes resistances penetration: +20% physical Changes damage: +6% mind / +9% physical Critical mult.: +5.00% Spell save: +6 (+3 eff.) Vim when firing critical spell: +2.00 A pointy cloth hat, very wizardly... |
Boltvengeance (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +4 Mag / +4 Wil / +5 Con Changes resistances penetration: +25% lightning Changes damage: +8% blight / +8% arcane Maximum stamina: +20.00 Spell crit. chance: +2% Light radius: +2 Infravision radius: +3 A cap made of leather. |
Runogorn the Sepsistide (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 55% * 20% chance to reduce armor by 29% Changes resistances: +26% darkness / +8% physical / +9% nature / +13% temporal Changes damage: +23% darkness / +11% physical / +6% nature / +13% temporal Maximum hate: +9.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Sunsting the hardened leather cap (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: +5 Dex / +9 Mag / +5 Cun Changes resistances penetration: +20% fire A cap made of leather. |
hardened leather cap 'Aerabrera' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Changes stats: +2 Str Changes resistances: +8% nature Critical mult.: +5.00% Physical save: +9 (+4 eff.) Spell save: +5 (+2 eff.) Maximum life: +63.00 Maximum stamina: +20.00 Light radius: +3 Healing mod.: +12% A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Vorunn the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +20 (+7 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +4 Con Changes resistances: +2% physical Changes damage: +9% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Smearwind' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to slow global speed by 55% Changes stats: +2 Str Changes resistances: +8% fire / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
7 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. |
6 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. |
7 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. |
3 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. |
3 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
743 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
dwarven steel back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Fatigue: -12% Maximum encumbrance: +30 Tinkers can be attached to normal items to improve them with steam power! |
amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Physical save: +9 (+4 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
stralite white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes damage: +16% light Light radius: +4 See stealth: +8 Tinkers can be attached to normal items to improve them with steam power! |
steel galvanic retributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Damage when hit (Melee): 10 lightning Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel galvanic retributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Damage when hit (Melee): 15 lightning Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 34 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 55 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 68 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Drugakath the Fogstrike (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Cun / +1 Str Changes resistances: +6% nature / +6% light Changes damage: +3% darkness Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 137 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. |
voratun torque of gale force 'Bloommire' [power 460] (9/11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% lightning / +15% nature Changes resistances penetration: +20% nature / +20% arcane Changes damage: +12% arcane / +3% lightning It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 561 physical damage Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Porayatira [power 560] (9/11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +3 Mag / +4 Wil Changes resistances penetration: +15% blight Changes damage: +21% arcane Spell save: +18 (+9 eff.) Maximum vim: +30.00 It can be used to sting an enemy dealing 868 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Relgarig the dragonbone totem of healing [power 524] (9/11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Str / +1 Dex / +8 Mag Changes resistances penetration: +15% blight Changes damage: +18% blight It can be used to heal yourself and all friendly characters within 10 spaces for 524 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Salogaba the Greenward [power 494] (9/11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +4 Damage when hit (Melee): 4 nature Changes stats: +2 Str / +6 Dex Changes resistances: +9% nature Changes damage: +9% physical It can be used to heal yourself and all friendly characters within 10 spaces for 494 Activation puts all charms on cooldown for 11 turns. When used: * Reduce fatigue by 49% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 24
67th Regrowth 123rd year of Ascendancy at 23:11 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 29
54th Pyre 123rd year of Ascendancy at 18:50 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 21
18th Regrowth 123rd year of Ascendancy at 08:01 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 27
2nd Pyre 123rd year of Ascendancy at 16:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 22
33rd Regrowth 123rd year of Ascendancy at 08:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 10
1st Flare 122nd year of Ascendancy at 20:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 20
66th Haze 122nd year of Ascendancy at 09:14 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 30
3rd Summertide 123rd year of Ascendancy at 02:15 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 30
3rd Summertide 123rd year of Ascendancy at 22:55 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 27
80th Regrowth 123rd year of Ascendancy at 02:56 see stats
Santassacre! (Insane (Roguelike) difficulty)
Killed the little helper elves after saving them!By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 30
3rd Summertide 123rd year of Ascendancy at 23:22 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 28
2nd Pyre 123rd year of Ascendancy at 20:10 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 22
28th Regrowth 123rd year of Ascendancy at 11:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 10
21st Haze 122nd year of Ascendancy at 09:08 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 29
52nd Pyre 123rd year of Ascendancy at 21:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 10
5th Flare 122nd year of Ascendancy at 05:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 24
69th Regrowth 123rd year of Ascendancy at 23:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Exquisite Bones, Handle with Care the Skeleton Skirmisher level 16
52nd Haze 122nd year of Ascendancy at 01:42 see stats
Log
Islibremira the corrupted acidic digestor shares damage with his oozes!
Islibremira the corrupted acidic digestor teleports some damage to Islibremira the corrupted acidic digestor!
Islibremira the corrupted acidic digestor hits Islibremira the corrupted acidic digestor for (1 teleported), 0 fire (0 total damage).
Islibremira the corrupted acidic digestor hits Exquisite Bones, Handle with Care for 1 teleported, 218 arcane (219 total damage).
Islibremira the corrupted acidic digestor's Command Staff is disrupted by his wounds!
Islibremira the corrupted acidic digestor shares damage with his oozes!
Islibremira the corrupted acidic digestor teleports some damage to Exquisite Bones, Handle with Care!
Exquisite Bones, Handle with Care's Shoot hits Islibremira the corrupted acidic digestor for (63 teleported), 0 physical, (5 teleported), 0 light (0 total damage).
Exquisite Bones, Handle with Care's Shoot hits Exquisite Bones, Handle with Care for 63 teleported, 5 teleported (67 total damage).
Talent Noggin Knocker is ready to use.
Islibremira the corrupted acidic digestor shares damage with his oozes!
Islibremira the corrupted acidic digestor teleports some damage to Exquisite Bones, Handle with Care!
Islibremira the corrupted acidic digestor's cleansing fire area effect hits Exquisite Bones, Handle with Care for 56 fire damage.
Exquisite Bones, Handle with Care's dazing lightning area effect hits Bloated ooze for 16 lightning damage.
Exquisite Bones, Handle with Care's dazing lightning area effect hits Islibremira the corrupted acidic digestor for (11 teleported), 0 lightning (0 total damage).
Exquisite Bones, Handle with Care's dazing lightning area effect hits Exquisite Bones, Handle with Care for 11 teleported damage.
Bloated ooze is dazed!
Islibremira the corrupted acidic digestor is dazed!
LIFE LOST WARNING!
Exquisite Bones, Handle with Care casts Rune: Blink.
Exquisite Bones, Handle with Care is out of phase.
Islibremira the corrupted acidic digestor is not dazed anymore.
Bloated ooze is not dazed anymore.
Islibremira the corrupted acidic digestor casts Lightning.
Islibremira the corrupted acidic digestor shares damage with his oozes!
Islibremira the corrupted acidic digestor teleports some damage to Islibremira the corrupted acidic digestor!
Islibremira the corrupted acidic digestor hits Islibremira the corrupted acidic digestor for (1 teleported), 0 fire (0 total damage).
Islibremira the corrupted acidic digestor hits Exquisite Bones, Handle with Care for 1 teleported, 131 lightning (132 total damage).
Exquisite Bones, Handle with Care the level 30 skeleton skirmisher was zapped to death by Islibremira the corrupted acidic digestor on level 1 of The Godfeaster.









































































































































