












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. All Spells Tree Unlock 1.5.10Cat Point Cap Boost 1.5.5 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. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. New Gem Types 1.5.10Adds 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! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select your Escorts 1.5.10Allows 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. Demented Classes for Embers of Rage 1.5.5Allows you to create Demented metaclass characters in the Embers of Rage campaign. You will still need to have the class unlocked, and requires completion of the 'all class types' unlock condition for EoR. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marksman 1.4.9A complete rework for Archer. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Writhing One |
| Level / Exp | 64 / 30% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 229 (base 72) |
| Dexterity | 236 (base 72) |
| Constitution | 214 (base 72) |
| Magic | 272 (base 72) |
| Willpower | 217 (base 72) |
| Cunning | 232 (base 72) |
Resources
| Steam | 285/285 |
| Mana | 2174/2673 |
| Negative | 1144/1144 |
| Insanity | 100/100 |
| Life | 34221/34221 |
| Positive | 1164/1164 |
| Stamina | 1485/1732 |
| Paradox | 300 |
| Healing Factor | 1.796875 |
| Regeneration | 230.62890625 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +1093.6097433699% |
| Spell | +200% |
| Global | +415% |
Vision
| Sight | 10 |
| Lite | 24 |
| Infravision | 23 |
| See Stealth | 202.48844990984 |
| See Invisible | 209.48844990984 |
Offense: Mainhand
| Damage | 1146 |
| Accuracy | 124 |
| Crit Chance | 101% |
| APR | 105 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 166 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 122.85 |
Offense: Mind
| Mindpower | 143 |
| Crit Chance | 88% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +470% |
| Blight | +544% |
| Arcane | +500% |
| Cold | +474% |
| All | +344% |
| Mind | +496% |
| Lightning | +474% |
| Light | +603% |
| Temporal | +479% |
| Physical | +484% |
| Darkness | +529% |
| Fire | +607% |
| Nature | +470% |
Offense: Damage Penetration
| Acid | +126% |
| Blight | +156% |
| Arcane | +156% |
| Cold | +209% |
| Lightning | +209% |
| Darkness | +126% |
| Light | +126% |
| Temporal | +141% |
| Physical | +126% |
| Mind | +126% |
| Fire | +209% |
| Nature | +126% |
Defense: Base
| Armour (hardiness) | 167 (100%) |
| Defense | 103 |
| Ranged Defense | 103 |
| Fatigue | 0 |
| Physical Save | 198 |
| Spell Save | 224 |
| Mental Save | 201 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +233%(100%) |
| Mind | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Physical | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Stun Resistance | 90% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 80% |
| Poison Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.8 steam per turn. Can be activated for an instant burst of 119 steam. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -3 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. |
| 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 239% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Disfigured face | 1.50 |
| 20/5 |
| 21/5 |
| 20/5 |
| 31/5 |
| Demented / Tentacles | 1.50 |
| 24/5 |
| 31/5 |
| 31/5 |
| 31/5 |
| Celestial / Luxam | 1.50 |
| 20/5 |
| 7/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.50 |
| 20/5 |
| 20/5 |
| 21/5 |
| 31/5 |
| Celestial / Ponx | 1.50 |
| 20/5 |
| 20/5 |
| 3/5 |
| 31/5 |
| Celestial / Kolal | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Celestial / Meteor | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Demented / Friend of the worm | 1.50 |
| 31/5 |
| 31/5 |
| 31/5 |
| 31/5 |
| Demented / Horrific body | 1.50 |
| 31/5 |
| 31/5 |
| 31/5 |
| 31/5 |
| Demented / Slow death | 1.50 |
| 31/5 |
| 31/5 |
| 31/5 |
| 22/5 |
| Chronomancy / Chronosummons | 1.50 |
| 31/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Controlled horrors | 1.50 |
| 31/5 |
| 31/5 |
| 31/5 |
| 31/5 |
| Celestial / Terrestrial Unity | 1.50 |
| 30/5 |
| 7/5 |
| 20/5 |
| 31/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 31/5 |
| 31/5 |
| 21/5 |
| 31/5 |
| Celestial / Paeans | 1.30 |
| 31/5 |
| 31/5 |
| 31/5 |
| 31/5 |
| Technique / Combat training | 1.60 |
| 16/5 |
| 13/5 |
| 9/5 |
| 5/5 |
| 31/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 31/5 |
| 31/5 |
| 31/5 |
| 31/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 0.90 |
| 17/5 |
| 17/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 31/5 |
| 31/5 |
| 31/5 |
| 31/5 |
| Celestial / Chants | 1.30 |
| 31/5 |
| 31/5 |
| 31/5 |
| 31/5 |
| Technique / Conditioning | 0.80 |
| 31/5 |
| 31/5 |
| 31/5 |
| 28/5 |
| Demented / Beyond sanity | 1.50 |
| 31/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Celestial / Light | 1.30 |
| 31/5 |
| 20/5 |
| 20/5 |
| 21/5 |
| Race / Whitehooves | 1.20 |
| 31/5 |
| 31/5 |
| 21/5 |
| 21/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Chaos Orbs |
| talent | Voltaic Storm |
| talent | Chant of Resistance |
| talent | Paean of Volcanic Fire |
| beneficial effect | All stats increased by 114. Pain Enhancement System |
| beneficial effect | The target is so fast it may blink throught obstacles if moving in the same direction for over two turns. Fast As Lightning |
| beneficial effect | 20 stacks, +60% to all damage dealt. Chaos Orbs |
| beneficial effect | Linked to their horror ally gaining 62% all damage resistance. Shared Insanity |
| beneficial effect | Increases defense by 38. Mobile Defense |
| beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
| beneficial effect | You have 31 charges. Death Momentum |
| beneficial effect | When hit you turn into pure lightning and reappear near where you where, ignoring the blow. Elemental Surge: Lightning |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You must explore the Yeti Cave and destroy the patriarch! | active |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Nulathakhad the Obsidiansorrow (21 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Armour: +5 Defense: +21 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +4 Wil / +10 Con Changes resistances: +6% darkness Changes resistances penetration: +15% blight Changes damage: +12% blight / +10% physical Spell save: +20 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 71 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | void-walker's alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% blight / +6% cold / +8% darkness / +7% temporal Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +3 See invisible: +7 Defense after a teleport: +11 Resist all after a teleport: +12% New effects duration reduction after a teleport: +12% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 342 blight damage or heals 80 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Hettonarisus' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +12 Str / +12 Dex / +5 Mag / +5 Cun / +5 Con Changes resistances penetration: +5% arcane Changes damage: +3% blight / +3% mind Physical save: +7 (+1 eff.) Mental save: +9 (+1 eff.) Maximum hate: +2.00 Mental crit. chance: +2% It can be used to activate talent Battle Cry, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 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 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Relgynarirach the dwarven-steel pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Fatigue: -6% Effects on melee hit: * 10% chance to disease Changes stats: +5 Str / +2 Cun Changes resistances: +7% fire / +8% darkness / +12% temporal Changes resistances penetration: +10% temporal Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +8% all Physical save: -30 (-3 eff.) Spell save: -30 (-2 eff.) Mental save: -30 (-2 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 1 power out of 6/6) : Effective talent level: 4.4 Power cost: 1 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 2549.25 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | Betigabeth the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +26% lightning / +7% temporal / +8% cold / +9% acid / +8% fire Trap disarming bonus: +14 Stealth bonus: +10 Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: +0 (+0 eff.) Mindpower: +9 (+1 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
| On hands | Dazzletyphoon the drakeskin leather gloves (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +12 Armour: +3 Effects on melee hit: * 15% chance to blind Damage (Melee): 16 arcane / 16 temporal Damage (Ranged): 18 temporal Changes stats: +8 Dex / +9 Mag / +7 Wil / +8 Cun Changes resistances: +13% temporal / +10% arcane / +6% light Changes damage: +9% temporal Talent granted: +5 Voltaic Sentry When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +14 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to blind * 14% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +9 arcane Burst (radius 2) on crit: +4 acid It can be used to activate talent Steady Shot, placing all other charms into a 3 cooldown : Effective talent level: 3.0 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | drakeskin leather armour 'Xerybrewyn' (13 def, 15 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +13 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +15 Str / +16 Dex / +9 Mag / +8 Wil / +15 Cun Changes resistances: +9% blight / +11% physical / +16% darkness Changes resistances penetration: +15% blight / +5% temporal Maximum life: +48.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 63 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Cloak | elven-silk cloak 'Tarramas' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +6 Dex / +4 Mag / +4 Wil / +6 Cun / +6 Con Changes resistances penetration: +15% arcane Changes damage: +15% arcane / +6% mind Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Spell save: -25 (-2 eff.) Mental save: +30 (+3 eff.) Stamina each turn: +1.00 Mana each turn: -0.60 Maximum mana: +100.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Mindpower: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Arothra'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +12 (+2 eff.) Fatigue: -8% Changes stats: +1 Mag / +6 Wil / +11 Lck Changes damage: +9% mind Life regen: +2.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +80.00 Maximum vim: +20.00 Spell crit. chance: +2% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Inventory
steam generator implant of the psychic (steam 24)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: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 24.3 steam per turn. Can be activated for an instant burst of 122 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.. |
This item will automatically be transmogrified when you leave the level.controlled phase door rune (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.enchantment rune (+19 for 13 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -5 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 13 turns. This enchantment increases your accuracy and armour by 19 and adds 114 arcane damage to all your hits. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.invisibility rune of the warrior (power 32 for 12 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -5 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to become invisible (power 32) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)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: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 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%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Back Support Requires: - 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. |
This item will automatically be transmogrified when you leave the level.schematic: Grounding Strap Requires: - 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. |
This item will automatically be transmogrified when you leave the level.schematic: Itching Powder Requires: - 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. |
This item will automatically be transmogrified when you leave the level.schematic: Thunderclap Coating Requires: - 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. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 2 power out of 48/48) : Effective talent level: 4.0 Power cost: 2 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 2057.03 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +22% Amulets can have magical properties. |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John, costing 11 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Starterror the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil / +8 Cun / +1 Con Changes resistances: +26% acid / +12% light / +9% blight / +5% arcane / +6% lightning Changes damage: +13% acid / +3% light Spell save: +16 (+2 eff.) Maximum stamina: +20.00 Mindpower: +10 (+1 eff.) Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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, costing 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? |
This item will automatically be transmogrified when you leave the level.solipsist's voratun ring of power Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+1 eff.) Changes stats: +8 Cun / +8 Wil Spellpower: +15 (+2 eff.) Mindpower: +29 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced voratun battleaxe of massacre (73.5-110.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.5 - 110.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +21 (+3 eff.) Disarm immunity: +70% Massive two-handed battleaxes. |
Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 50% Mag, 30% Cun, 40% Wil, 35% Str, 35% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 4 power out of 40/40) : Effective talent level: 3.0 Power cost: 4 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 509.90 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.acidic stralite dagger (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming steel dagger of phasing (13.5-17.55 power, 13 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +24% Burst (radius 1) on hit: +8 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger of massacre (40-52 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 40.0 - 52.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +11 Changes resistances penetration: +11% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Obsidiansteel' (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 light / +16 lightning Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +12 darkness Damage against: +23% Undead When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 12 blight Changes stats: +2 Wil Changes resistances: +3% darkness Changes resistances penetration: +10% acid Mana when firing critical spell: +2.00 Spell crit. chance: +1% Sharp, short and deadly. |
Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 1167 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 5 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 40% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel greatsword of daylight (36.5-58.4 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 light / +20 darkness Damage against: +28% Undead / +20% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Chargebrace Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +30 fire Burst (radius 1) on hit: +4 lightning When wielded/worn: Changes stats: +1 Cun / +2 Con Changes resistances penetration: +27% physical Changes damage: +6% acid / +33% physical / +33% fire Grants telepathy: Demon/Minor Demon/Major Light radius: +1 Longbows are used to shoot arrows at your foes. |
Astral Blade (20-28 power, 5 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +4 Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 40% Wil, 70% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
dwarven-steel longsword 'Furnacetyphoon' (24-33.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +9 temporal Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +5 Damage when hit (Melee): 5 temporal Changes stats: +3 Str Changes resistances: +6% cold / +8% temporal Changes resistances penetration: +8% physical Changes damage: +14% physical Mental save: +12 (+2 eff.) Stamina when hit: +0.70 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.manaburning voratun longsword of erosion (42-58.8 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn Damage (Melee): +20 temporal / +18 nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword 'Galewreath' (43.5-60.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 light / +60 insidious poison Damage against: +30% Undead When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Effects on melee hit: * 39% chance to daze at end of turn Changes stats: +2 Mag Changes damage: +6% mind Critical mult.: +18.00% Psi when hit: +0.12 Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +20 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.acidic stralite mace of amnesia (37.5-52.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +17 acid When wielded/worn: Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace 'Grinylach' (46.5-65.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +18 light Damage against: +30% Undead When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes damage: +12% blight / +12% arcane Spell save: +30 (+3 eff.) Disarm immunity: +50% Mana when firing critical spell: +4.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.gifted thorny mindstar of the jelly (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +7% acid Equilibrium when hit: +1.70 Mindpower: +14 (+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. |
This item will automatically be transmogrified when you leave the level.living mindstar of balance (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +6 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +1.90 Mindpower: +10 (+1 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.living mindstar of venom (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +20% acid Changes resistances penetration: +19% acid Changes damage: +13% acid Life regen: +1.90 Mindpower: +10 (+1 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.wyrm's pulsing mindstar of life (14-15.4 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning / 9 physical / 9 fire / 9 acid / 8 cold Changes resistances: +6% lightning / +8% physical / +6% cold / +9% fire / +8% acid Life regen: +1.70 Maximum life: +42.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Blackravager (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 52% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +4 blight When wielded/worn: Defense: +22 (+3 eff.) Effects on melee hit: * 20% chance to disease * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 4 darkness Changes resistances: +6% blight Changes damage: +30% lightning / +6% temporal Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower: +35 (+4 eff.) Spell crit. chance: +5% Damage Shield penetration: +35% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Eilinerin the dragonbone vilestaff (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +13.0% Physical power: +8 (+1 eff.) Changes stats: +5 Dex Changes resistances: +5% arcane Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +25.00% Stamina each turn: +0.40 Mana each turn: +0.24 Only die when reaching: -60.00 life Spellpower: +30 (+3 eff.) Spell crit. chance: +7% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Layyramira (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour: +12 Defense: +8 (+1 eff.) Changes stats: +10 Mag / +10 Cun / +9 Con Maximum wards: +3 darkness Changes resistances penetration: +5% arcane Changes damage: +30% darkness Talents granted: +5 Ward +1 Command Staff Critical mult.: +41.00% Physical save: +11 (+1 eff.) Spell save: +29 (+3 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.04 Mana when firing critical spell: +3.00 Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.short dragonbone starstaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.caustic voratun steamsaw of purging (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +108 On weapon hit: * 35% chance to corrode armour by 30% * 25% chance to remove a magical effect Damage (Melee): +14 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+1 eff.) Fatigue: +12% Changes resistances penetration: +15% acid Talent granted: +3 Block Life regen: +2.40 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.iron waraxe of erosion (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature / +8 temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel waraxe (20.5-28.7 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Changes resistances penetration: +11% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.balancing drakeskin leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +5 Cun / +5 Dex Changes resistances: +15% blight Mental crit. chance: +14% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
grounding rough leather belt of the mysticPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Mental save: +6 (+1 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+2 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Isanor the elven-silk cloak (3 def, 13 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+0 eff.) Changes stats: +4 Str / +4 Mag / +11 Wil / +5 Cun Changes resistances: +29% cold Changes resistances penetration: +15% physical Spell crit. chance: +7% Mental crit. chance: +7% Light radius: +3 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Olamagas (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Str / +3 Mag / +8 Wil / +2 Con Changes resistances penetration: +20% temporal Changes damage: +12% temporal Spell save: +11 (+1 eff.) Maximum mana: +60.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) Changes stats: +1 Mag / +1 Wil Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+2 eff.) It can be used to activate talent Temporal Reprieve (costing 7 power out of 50/50) : Effective talent level: 1.0 Power cost: 7 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
This item will automatically be transmogrified when you leave the level.dreamer's elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes resistances: +30% mind / +29% darkness Physical save: +20 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +31 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.fearwoven woollen robe of lightning (+21%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% lightning Changes resistances penetration: +11% darkness / +11% physical Changes damage: +14% lightning / +11% physical / +11% darkness Maximum hate: +9.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.linen robe of light (+18%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% light Changes damage: +12% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Yvimissra' (13 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+2 eff.) Fatigue: -10% Changes resistances: +6% blight / +6% temporal / +3% nature Maximum encumbrance: +48 Physical save: +15 (+2 eff.) Equilibrium when hit: +0.04 Maximum psi: +10.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 89 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aritta (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Armour: +2 Changes stats: +2 Dex / +7 Mag / +8 Cun Changes resistances: +7% light / +8% darkness Changes damage: +5% arcane Critical mult.: +6.00% Stamina each turn: +0.20 Infravision radius: +2 When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). Damage (Melee): +4 arcane Burst (radius 2) on crit: +9 arcane / +16 light / +14 darkness It can be used to activate talent Steady Shot, placing all other charms into a 3 cooldown : Effective talent level: 3.0 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 70% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 2 power out of 12/12) : Effective talent level: 5.0 Power cost: 2 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 1486.59 fire damage and 1324.02 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
This item will automatically be transmogrified when you leave the level.Flashrage the voratun gauntlets (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +14 Physical crit. chance: +20.0% Physical power: +13 (+1 eff.) Armour: +3 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 lightning / 12 acid Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +15% blight / +12% nature Talent cooldown: Double Strike (-1 turn) Critical mult.: +13.00% Physical save: +14 (+2 eff.) Spell save: +23 (+2 eff.) Spell crit. chance: +20% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +30 Crit. chance: +36.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * Slows global speed by 25% * 20 arcane resource burn * 43% chance to corrode armour by 30% * 52% chance to daze at end of turn Burst (radius 2) on crit: +4 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Poralaith the Healpeal (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +11 Armour: +3 Damage (Melee): 6 arcane / 10 darkness Damage when hit (Melee): 4 nature Changes stats: +7 Dex / +7 Mag / +10 Wil / +7 Cun Changes resistances: +8% arcane / +12% darkness / +15% nature Changes damage: +6% darkness / +9% light When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 8% chance to inflict 15% damage reduction Damage (Melee): +8 light / +13 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 3 cooldown : Effective talent level: 3.0 Power cost: 3 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
This item will automatically be transmogrified when you leave the level.alchemist's drakeskin leather gloves of sorrow (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 10 acid / 40 darkness / 9 lightning / 8 cold / 30 mind / 10 fire Changes stats: +5 Mag / +5 Wil Mental save: -6 (+0 eff.) Mindpower: +9 (+1 eff.) When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). Damage (Melee): +19 ice / +19 fire / +23 acid / +22 lightning It can be used to activate talent Ruined Earth, placing all other charms into a 3 cooldown : Effective talent level: 3.0 Power cost: 3 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 arcane Burst (radius 2) on crit: +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.spellstreaming drakeskin leather gloves of strength (+6) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +3 Changes stats: +6 Str Mana each turn: +0.40 Spellpower: +16 (+2 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +18 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of the Dominated (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+1 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) It can be used to activate talent Instill Fear (costing 3 power out of 45/45) : Effective talent level: 2.0 Power cost: 3 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 52% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 42%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Emotta (3 def, 10 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+0 eff.) Fatigue: +16% Changes stats: +5 Cun / +5 Wil Changes resistances: +11% acid / +26% cold / +6% lightning Allows you to breathe in: water Physical save: +30 (+3 eff.) Mental save: +10 (+1 eff.) Disease immunity: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of command (20 def, 18 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+3 eff.) Fatigue: +8% Changes stats: +6 Cun Mental save: +23 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant rough leather armour of command (8 def, 7 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +8 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 6 light Changes stats: +2 Cun / +2 Wil Changes resistances: +13% blight / +14% darkness Mental save: +13 (+2 eff.) Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +21% acid Life regen: +3.90 Stamina each turn: +1.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked cured leather armour of thunder (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +16 (+1 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 14 physical Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +14% lightning Spellpower: +16 (+2 eff.) Spell crit. chance: +7% Mindpower: +16 (+2 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 19 physical A suit of armour made of leather. |
Belymas the dwarven-steel plate armour (5 def, 14 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+0 eff.) Fatigue: +24% Changes stats: +3 Str / +2 Wil / +3 Con Changes resistances: +27% lightning / +10% physical / +5% fire / +12% cold / +16% acid Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Critical mult.: +15.00% Disarm immunity: +22% Stun/Freeze immunity: +25% Knockback immunity: +25% Vim when firing critical spell: +1.00 A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour)Requires: - Constitution 150 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+6 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+4 eff.) Spell save: +35 (+3 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+3 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+4 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 4 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+4 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+2 eff.) Spell save: +25 (+2 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 3 power out of 15/15) : Effective talent level: 3.0 Power cost: 3 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
spiked iron plate armour of temporal resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Changes resistances: +15% temporal A suit of armour made of metal plates. |
The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
This item will automatically be transmogrified when you leave the level.gloomy steel shield of radiance (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects on melee hit: * 9% chance to cause random gloom Effects when hit in melee: * 22% chance to blind * 20% chance to cause random gloom Changes stats: +3 Mag / +5 Con Changes resistances: +14% light Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.steel shield of radiance (6 def, 2 armour, 41.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects when hit in melee: * 22% chance to blind Changes stats: +3 Mag / +5 Con Changes resistances: +14% light Talent granted: +2 Block Handheld deflection devices. |
7 black pearl 7 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 hematite 3 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% When used as an alchemist bomb: Life regen 4% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 nuummite 2 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% When used as an alchemist bomb: Life regen 2% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 obsidian 5 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Life regen 8% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% When used as an alchemist bomb: Life regen 6% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2192 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +30 (+5 eff.) Changes damage: +10% all When used to imbue an object: Defense: +30 (+5 eff.) Changes damage: +10% all When used as an alchemist bomb: Additional 50 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+3 eff.) Changes damage: +6% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+4 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+4 eff.) Changes damage: +8% all When used as an alchemist bomb: Additional 40 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 5 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
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. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 carnelian 4 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% When used as an alchemist bomb: Additional 45 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (14/14)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 28 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. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
5 enormous geode 5 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
7 large geode 7 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 small geode 2 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% When used as an alchemist bomb: Additional 20 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
tiny geode 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% When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 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% When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 kunzite 4 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 tanzanite 5 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Talent mastery: +0.20 Spell / Void Spellpower: +10 (+1 eff.) It can be used to release a burst of void energy, costing 3 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 5 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: 30% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% When used to imbue an object: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% When used as an alchemist bomb: Additional 50 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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% When used as an alchemist bomb: Additional 20 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Shrike the Whitehoof Writhing One level 6
10th Retaking 124th year of Ascendancy at 15:55 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Shrike the Whitehoof Writhing One level 25
21st Retaking 124th year of Ascendancy at 04:06 see stats
An Other Brick in the Wall (Insane (Roguelike) difficulty)
Defeated Aeryn in the Gates of Morning without destroying the Observatory nor using ritches help.By Shrike the Whitehoof Writhing One level 36
1st Revenge 124th year of Ascendancy at 04:39 see stats
Do not go gentle into that good night (Insane (Roguelike) difficulty)
Trapped John.By Shrike the Whitehoof Writhing One level 44
6th Revenge 124th year of Ascendancy at 13:54 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Shrike the Whitehoof Writhing One level 14
17th Retaking 124th year of Ascendancy at 17:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Shrike the Whitehoof Writhing One level 43
1st Revenge 124th year of Ascendancy at 18:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shrike the Whitehoof Writhing One level 10
14th Retaking 124th year of Ascendancy at 15:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shrike the Whitehoof Writhing One level 20
18th Retaking 124th year of Ascendancy at 00:18 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Shrike the Whitehoof Writhing One level 30
52nd Retaking 124th year of Ascendancy at 19:01 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Shrike the Whitehoof Writhing One level 40
1st Revenge 124th year of Ascendancy at 13:53 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Shrike the Whitehoof Writhing One level 50
12nd Revenge 124th year of Ascendancy at 10:29 see stats
Mercy, mercy! (Insane (Roguelike) difficulty)
Killed Talosis without any civilians deaths.By Shrike the Whitehoof Writhing One level 4
10th Retaking 124th year of Ascendancy at 15:08 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Shrike the Whitehoof Writhing One level 60
17th Revenge 124th year of Ascendancy at 00:36 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Shrike the Whitehoof Writhing One level 31
52nd Retaking 124th year of Ascendancy at 20:26 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Shrike the Whitehoof Writhing One level 25
20th Retaking 124th year of Ascendancy at 20:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Shrike the Whitehoof Writhing One level 16
17th Retaking 124th year of Ascendancy at 19:54 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Shrike the Whitehoof Writhing One level 36
1st Revenge 124th year of Ascendancy at 04:39 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Shrike the Whitehoof Writhing One level 29
52nd Retaking 124th year of Ascendancy at 18:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shrike the Whitehoof Writhing One level 4
10th Retaking 124th year of Ascendancy at 13:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shrike the Whitehoof Writhing One level 2
10th Retaking 124th year of Ascendancy at 11:00 see stats
Log
Shrike receives 7903 healing.
Shrike reaches critical velocity!
Shrike picks up (c.): enchantment rune (+19 for 13 turns).
Shrike casts Healing Light.
Shrike's spell attains critical power!
Shrike receives 7903 healing.
Shrike casts Healing Light.
Shrike's spell attains critical power!
Shrike receives 7903 healing.
Shrike picks up (d.): invisibility rune of the warrior (power 32 for 12 turns).
Shrike picks up ( .): The Black Plate (25 def, 35 armour).
Lore found: The Black Plate
You can read all your collected lore in the game menu, by pressing Escape.
Shrike deactivates Daunting Presence.
Shrike no longer feels strong.
Shrike deactivates Paean of Volcanic Fire.
Shrike deactivates Voltaic Storm.
The furious bright storm around Shrike calms down and disappears.
Shrike is no longer surging arcane power.
Shrike deactivates Chant of Resistance.
Shrike deactivates Chaos Orbs.
Shrike is slowing down.
Worm that walks (servant of Shrike) speeds up.
Worm that walks (servant of Shrike) aims less carefully.
Worm that walks (servant of Shrike) deactivates Infestation.
Worm that walks (servant of Shrike) deactivates Ruin.
Worm that walks (servant of Shrike) deactivates Worm that Walks Link.













































































































































































































