














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Adventurer |
| Level / Exp | 79 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Velenor the cryomancer at level 79 on the 12nd Haze 122nd year of Ascendancy at 14:30 / 1 |
Primary Stats
| Strength | 113 (base 12) |
| Dexterity | 49 (base 12) |
| Constitution | 58 (base 12) |
| Magic | 58 (base 12) |
| Willpower | 130 (base 89) |
| Cunning | 149 (base 89) |
Resources
| Hate | 125/125 |
| Psi | 0/915 |
| Vim | 403/457 |
| Life | -752/1452 |
| Steam | 76/100 |
| Stamina | 674/674 |
| Paradox | 495 |
| Healing Factor | 1.5801339505267 |
| Regeneration | 62.494297743331 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +122% |
Vision
| Sight | 10 |
| Lite | 24 |
| Infravision | 28.09929573972 |
| See Stealth | 46 |
| See Invisible | 71 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 87 |
| Crit Chance | 162% |
| APR | 49 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 78 |
| Accuracy | 99 |
| Crit Chance | 139% |
| APR | 83 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 91 |
| Crit Chance | 83% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 99 |
| Crit Chance | 98% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Blight | +41% |
| Arcane | +14% |
| Cold | +52% |
| All | +2% |
| Darkness | +30% |
| Physical | +21% |
| Lightning | +52% |
| Mind | +41% |
| Fire | +56% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +32% |
| Fire | +58% |
| Arcane | +17% |
| Mind | +106% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 118.08453708907 (100%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 31 |
| Physical Save | 86.15 |
| Spell Save | 80.95 |
| Mental Save | 92 |
Defense: Resistances
| Acid | + 33%( 76%) |
| Blight | + 52%( 76%) |
| Arcane | + 23%( 76%) |
| Cold | + 48%( 76%) |
| All | + 7%( 76%) |
| Lightning | + 43%( 76%) |
| Light | + 10%( 76%) |
| Temporal | + 76%( 76%) |
| Physical | + 67%( 76%) |
| Darkness | + 76%( 76%) |
| Fire | + 53%( 76%) |
| Mind | + 76%( 76%) |
Defense: Immunities
| Stun Resistance | 99% |
| Confusion Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 60% |
| Silence Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 99% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 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 172% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 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 114% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Solipsism | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| Corruption / Torture | 1.00 |
| 7/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Steamtech / Artillery | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 7/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 7/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): Exterminator | active |
Proceed directly to the next Infinite Dungeon level in less than 62 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (62)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 14): Near SightedYou completed the challenge and received: Random Artifact: Glorogarida (102% power, 0 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 16): Mirror MatchYou completed the challenge and received: Random Artifact: Aeryresaran (129% power, 0 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 17): Mirror MatchYou completed the challenge and received: Random Artifact: Xeryvea | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 18): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Deepsbiter (14 def, 6 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 21): Mirror MatchYou completed the challenge and received: Random Artifact: Velavena (3 def, 8 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 25): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 27): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 28): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 30): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 34): Near SightedYou completed the challenge and received: Random Artifact: Cuthyrak (179% power, 3 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 35): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Murderfang's Surekill | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 38): Near SightedYou completed the challenge and received: Random Artifact: Sleetcast (159% power, 6 apr, temporal element) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 40): Near SightedYou completed the challenge and received: Random Artifact: Boltgrind | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 42): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): Exterminator | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 47): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 48): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 50): Near SightedYou completed the challenge and received: Random Artifact: Mayivena (139% power, 9 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 51): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: Random Artifact: Anmalice (177% power, 20 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 290 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 56): Rush Hour (290)Turns left: 1617 You completed the challenge and received: Random Artifact: Singeraven (33 def, 17 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: Random Artifact: Glitterterror (1 def, 0 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 60): Mirror MatchYou completed the challenge and received: Random Artifact: Sewerumbra (5 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 62): ExterminatorYou completed the challenge and received: Random Artifact: The Black Crown (0 def, 15 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 63): Near SightedYou completed the challenge and received: Random Artifact: Void Quiver (0/0, 176% power, 120 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 263 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 64): Rush Hour (263)Turns left: 21171 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 66): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 67): Near SightedYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 68): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 69): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 70): Near SightedYou completed the challenge and received: Random Artifact: Sleetzephyr | done |
Wake up and kill the dreaming horror boss 'Layolewen the dreaming horror'. Infinite Dungeon Challenge (Level 71): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 74): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 76): Near SightedYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 79): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Dazzlegasher | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: Random Artifact: Dourvagrant (13/13, 111% power, 5 apr) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | The Long-Arm Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 On weapon hit: * splashes acid on your target dealing 53 damage and reducing their armor Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10% Activation costs 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. This item has been sent to the Item's Vault. |
| Quiver | pouch of voratun shots 'Gutha' (15/23, 201% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 201% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +28.0% Capacity: 23 On weapon hit: * Create an explosion dealing 181 cold damage (1/turn) On weapon crit: * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% Travel speed: +237% Damage (Ranged): +22 cold When wielded/worn: Ammo reloads per turn: +2 Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
| On hands | Greenrigor the voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 24% chance to slow global speed by 79% Damage (Melee): 11 fire Changes resistances: +7% fire Changes resistances penetration: +25% mind Changes damage: +8% fire / +6% nature / +24% mind Talent granted: +5 Iron Grip Critical mult.: +15.00% Disarm immunity: +100% Life regen: +9.30 Stamina each turn: +2.20 Psi each turn: +0.65 Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 170% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Second Wind (20% chance level 2). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +15 fire Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Light source | Neryrida Requires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +15% blight / +14% darkness Changes damage: +25% darkness Mental save: +15 (+3 eff.) Blindness immunity: +60% Confusion immunity: +29% Only die when reaching: -60.00 life Maximum hate: +11.83 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +11 Infravision radius: +15 See stealth: +46 See invisible: +71 Healing mod.: +10% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | stop sign (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +18 Str / +9 Dex / +9 Cun / +15 Con Changes resistances: +9% lightning / +5% physical / +22% mind / +6% cold Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Mental save: +30 (+6 eff.) Silence immunity: +50% Confusion immunity: +44% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
| On feet | 1% mental crit (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 24% chance to reduce all saves and defense by 49 Changes stats: +8 Cun / +6 Con Changes resistances: +12% fire / +6% arcane / +15% cold Reduces incoming crit damage: 10.00% Physical save: +40 (+5 eff.) Mental save: +25 (+5 eff.) Silence immunity: +50% Confusion immunity: +50% Pinning immunity: +49% Stun/Freeze immunity: +49% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +18 (+3 eff.) Mindpower: +18 (+3 eff.) Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Tool | double spellcools (dig speed 9 turns)Requires: - Level 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +15.0% Damage when hit (Melee): 8 arcane Changes stats: +13 Str / +1 Mag / +11 Wil / +6 Cun Changes damage: +3% darkness Vim when firing critical spell: +2.00 Lowers spell cool-downs by: 20% Mental crit. chance: +13% Infravision radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| On fingers | japeRequires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +13 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 49 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 49 Damage (Ranged): 35 physical Changes stats: +10 Str / +7 Dex / +7 Mag / +10 Cun / +10 Con Changes resistances: +28% acid / +3% light Changes damage: +14% acid Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +20 (+4 eff.) Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! This item has been sent to the Item's Vault. |
| On fingers | voratun ring 'Xanigawe'Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+6 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +1 Wil / +2 Cun / +6 Con Changes resistances penetration: +5% arcane Changes damage: +15% mind Physical save: +18 (+2 eff.) Spell save: +31 (+5 eff.) Mental save: +18 (+3 eff.) Life regen: +20.00 Maximum life: +100.00 Maximum stamina: +40.00 Mental crit. chance: +6% Healing mod.: +16% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! This item has been sent to the Item's Vault. |
| Around neck | Marabers the BrightwendRequires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +19 Armour: +7 Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +4 Str Changes resistances: +9% blight / +23% cold / +27% temporal / +30% fire Changes resistances cap: +6% all Changes damage: +12% fire / +6% physical Critical mult.: +19.00% Physical save: +27 (+3 eff.) Pinning immunity: +50% Knockback immunity: +50% Stamina each turn: +3.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
| In main hand | Betada Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * injects a simple virus dealing 71 blight damage on hit and lowering the victims highest stat Travel speed: +600% Damage (radius 2) on crit: +69 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +45 (+9 eff.) Physical crit. chance: +21.0% Effects on ranged hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +4 Dex / +4 Mag / +2 Cun Changes resistances: +6% blight Changes resistances penetration: +23% fire Changes damage: +9% blight Talent cooldown: Strafe (-2 turns) Global speed: +11% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
| Around waist | Radhudorion Requires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +11 Mag / +16 Wil / +8 Cun Changes resistances penetration: +20% physical Changes damage: +13% physical Damage against: +45% Summoned Reduced damage from: +37% Summoned Critical mult.: +15.00% Spell save: +15 (+3 eff.) Psi when hit: +0.12 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Mental crit. chance: +5% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In off hand | horsepower (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * applies a stacking poison dealing 30 damage per turn When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Cun Changes resistances: +25% mind / +6% arcane Changes damage: +25% lightning / +17% fire / +6% arcane / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 17.75% Physical save: +20 (+3 eff.) Spell save: +20 (+3 eff.) Mental save: +30 (+6 eff.) Psi each turn: +1.50 Equilibrium when hit: +4.70 Maximum psi: +46.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Infravision radius: +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 has been sent to the Item's Vault. |
| Cloak | dog wedding (3 def, 0 armour) Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +4 Str / +2 Dex / +14 Mag / +12 Wil / +8 Con Changes resistances: +30% lightning Changes damage: +21% blight Reduces incoming crit damage: 17.75% Spell save: +30 (+5 eff.) Mental save: +15 (+3 eff.) Stun/Freeze immunity: +50% Maximum mana: +68.00 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Main armor | mindpen (0 def, 26 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +12% Damage when hit (Melee): 2 mind Changes stats: +20 Str Changes resistances: +45% temporal / +38% darkness / +6% blight / +3% mind / +30% physical Changes resistances penetration: +30% mind Physical save: +10 (+1 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Inventory
medical injector implant (efficiency 86% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 86% efficiency and cooldown mod of 56%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 139% / cooldown 59%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 59%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 149% / cooldown 55%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 159% / cooldown 94%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 94%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 14)Requires: - Level 15 Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. This item has been sent to the Item's Vault. |
steam generator implant of the duelist (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 1049%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1049% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 683%; cd 8)Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. This item has been sent to the Item's Vault. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, blight, cold, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 3 light, 5 blight, 4 cold, 4 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. This item has been sent to the Item's Vault. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 390 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 90; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 150; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Belakath the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Changes stats: +2 Cun / +5 Wil Changes resistances cap: +4% all Physical save: +7 (+1 eff.) Mana each turn: +0.08 Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
Camoyon the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil / +6 Con Changes resistances: +16% lightning Changes resistances penetration: +5% arcane Cut immunity: +60% Stun/Freeze immunity: +38% Light radius: +3 Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 670 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
EmelanaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Mag / +2 Wil Changes resistances: +11% mind Confusion immunity: +21% Mana when firing critical spell: +1.00 Amulets make your neck look great! |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
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 (+3 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.5 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 526.30 physical damage in a radius 8 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. |
Glaciervein the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +34 (+10 eff.) Effects on melee hit: * 23% chance to reduce armor by 48% Changes resistances: +34% lightning / +9% cold Changes damage: +18% acid Poison immunity: +23% Stun/Freeze immunity: +31% Teleport immunity: +23% Maximum life: +60.00 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Amulets make your neck look great! |
Hazebrace the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Str / +7 Mag Changes resistances: +12% cold Changes resistances penetration: +25% temporal / +20% cold Changes damage: +6% light / +22% temporal / +6% darkness / +6% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +2 Amulets make your neck look great! |
Hellsminister the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil / +3 Mag Changes resistances: +9% fire Changes damage: +5% acid / +6% fire / +5% cold / +5% lightning Critical mult.: +15.00% Equilibrium when hit: +0.16 Maximum psi: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mindpower: +30 (+5 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 266 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
MucustaintInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +14% darkness / +6% nature / +10% light Changes damage: +12% mind Reduces incoming crit damage: 15.00% Spell save: +18 (+3 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +32% Maximum life: +60.00 Amulets make your neck look great! |
Nereta the BlizzardlashInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 39% Changes stats: +6 Cun Changes resistances: +20% fire / +35% cold Changes resistances penetration: +20% darkness / +5% cold Changes damage: +3% cold Talent mastery: +0.34 Steamtech / Demolition Amulets make your neck look great! |
ObsidianrainCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +5 Wil Changes resistances: +9% darkness / +18% lightning Changes resistances penetration: +20% darkness / +25% mind Life regen: +5.00 Mental crit. chance: +5% Amulets make your neck look great! |
SalemitiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +6% nature / +6% darkness Cut immunity: +60% Maximum life: +20.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 601 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
ShadesunCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% arcane / +9% mind / +21% darkness Changes resistances penetration: +15% darkness Changes damage: +18% arcane / +39% mind Life regen: +2.00 Amulets make your neck look great! |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Black CoreRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." This item has been sent to the Item's Vault. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (191). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
UmbrakissPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +2 Mag / +2 Wil Changes resistances: +3% darkness Changes damage: +6% darkness Life regen: +1.00 Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 3.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Wintermortal the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 acid / 10 cold Changes resistances penetration: +20% blight Changes damage: +15% cold Life regen: +2.00 Mana each turn: +0.16 Equilibrium when hit: +0.36 Psi when hit: +0.16 Spellpower: +15 (+3 eff.) Mindpower: +30 (+5 eff.) Amulets make your neck look great! |
copper amulet 'Khelahek'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +15% acid Changes damage: +3% blight Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
copper amulet 'Ragadorig'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Str / +6 Con Changes resistances: +13% light / +14% darkness Changes resistances penetration: +27% acid / +15% temporal Changes damage: +9% temporal Reduces incoming crit damage: 15.95% Blindness immunity: +24% Mindpower: +15 (+3 eff.) Infravision radius: +3 Amulets make your neck look great! |
copper amulet 'Rainbearer'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind / 12 temporal Changes stats: +9 Cun Changes resistances: +14% lightning / +12% temporal / +12% cold Changes resistances penetration: +31% mind Changes damage: +12% arcane Stun/Freeze immunity: +25% Amulets make your neck look great! |
gold amulet 'Blindserpent'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% darkness Changes damage: +15% darkness Talent mastery: +0.15 Corruption / Doom covenant Physical save: +10 (+1 eff.) Spell save: +13 (+2 eff.) Mental save: +22 (+4 eff.) Confusion immunity: +14% Mindpower: +7 (+1 eff.) Amulets make your neck look great! |
gold amulet 'Galunik'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +3% blight / +1% physical / +3% mind / +9% fire Physical save: +12 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +16 (+3 eff.) Only die when reaching: -80.00 life Amulets make your neck look great! |
gold amulet 'Siluth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Str Changes resistances: +6% nature / +2% physical Blindness immunity: +20% Amulets make your neck look great! |
gold amulet 'Treeward'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 25% chance to reduce armor by 48% Damage when hit (Melee): 13 acid / 12 fire / 13 nature Changes resistances: +18% mind Changes resistances penetration: +20% fire Changes damage: +21% acid / +18% nature Confusion immunity: +32% Amulets make your neck look great! |
steel amulet 'Sootstalker'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 39% Changes stats: +3 Cun / +2 Mag Changes resistances: +6% darkness / +3% cold Changes resistances penetration: +15% darkness Changes damage: +6% physical Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Combat speed: +10% Amulets make your neck look great! |
AeribethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun Changes resistances: +5% arcane Changes damage: +18% arcane Spell save: +9 (+1 eff.) Poison immunity: +20% Pinning immunity: +10% Life regen: +4.00 Healing mod.: +10% Rings make your fingers look great! |
Aerymira the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Changes stats: +6 Cun / +3 Str Changes resistances: +28% light Changes damage: +14% light / +6% mind Critical mult.: +20.00% Equilibrium when hit: +0.12 Rings make your fingers look great! |
Airdream the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Dex / +11 Mag / +11 Cun Changes resistances: +38% lightning Changes damage: +12% cold Reduces incoming crit damage: 18.91% Life regen: +9.00 Maximum life: +88.00 Healing mod.: +18% Rings make your fingers look great! |
ArolenorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +30 (+9 eff.) Changes resistances: +37% light / +6% arcane / +9% nature Changes damage: +14% light Life regen: +4.40 Vim when firing critical spell: +2.20 Spell crit. chance: +8% Mindpower: +20 (+3 eff.) Rings make your fingers look great! |
BalyvonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +20% nature Changes damage: +10% nature Physical save: +9 (+1 eff.) Spell save: +3 (+1 eff.) Healing mod.: +5% Rings make your fingers look great! |
BorisinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 48% Changes resistances: +24% light / +5% arcane / +3% mind Changes resistances penetration: +10% acid Changes damage: +12% light / +9% arcane / +9% mind Rings make your fingers look great! |
Charworth the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil / +1 Con Changes resistances: +6% fire Changes damage: +9% blight Spell save: +12 (+2 eff.) Maximum stamina: +24.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +4% Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emath the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +6% blight / +6% darkness Spell save: +6 (+1 eff.) Cut immunity: +20% Stun/Freeze immunity: +10% Spellpower: +5 (+1 eff.) Rings make your fingers look great! |
Eremodor the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +9 Damage (Melee): 20 light Damage (Ranged): 21 light Changes stats: +7 Dex / +5 Mag Changes resistances: +15% fire Changes damage: +14% light Physical save: +23 (+3 eff.) Silence immunity: +26% Teleport immunity: +26% Stamina each turn: +3.83 Only die when reaching: -102.14 life Rings make your fingers look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 307.50 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 5 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Flaremistress the steel ringRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 79% * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% nature / +15% fire Changes damage: +24% fire / +6% temporal Stun/Freeze immunity: +32% Life regen: +5.00 Rings make your fingers look great! This item has been sent to the Item's Vault. |
FurnacetitanInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% lightning / +7% physical / +6% mind / +12% acid Changes resistances penetration: +32% fire Changes damage: +15% lightning Reduces incoming crit damage: 19.38% Physical save: +18 (+2 eff.) Poison immunity: +26% Disarm immunity: +26% Only die when reaching: -100.00 life Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Rings make your fingers look great! |
Gloreyata the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +30 (+5 eff.) Armour: +10 Changes stats: +5 Str / +2 Dex / +3 Con Changes damage: +3% mind Critical mult.: +20.00% Stamina each turn: +3.00 Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+6 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ivelaith the StrikequellerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances: +24% lightning Changes resistances penetration: +20% acid / +29% cold / +29% mind Critical mult.: +15.00% Equilibrium when hit: +0.24 Spellpower: +13 (+2 eff.) Mindpower: +35 (+6 eff.) Rings make your fingers look great! |
Mayurata the GaleraptorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +38% acid / +18% mind / +21% lightning Changes resistances penetration: +25% acid / +20% cold / +32% lightning Spell save: +14 (+2 eff.) Maximum stamina: +17.00 Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
OozeclamorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 24 arcane resource burn Changes stats: +8 Cun / +7 Dex Changes resistances: +27% lightning / +9% nature / +9% darkness Changes damage: +6% acid / +36% nature Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 34.30 cold and 27.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
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 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 314.26 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. |
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 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
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 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. |
Xulle the SunpiercerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +6 Str Changes resistances: +6% light / +6% cold Changes resistances penetration: +10% light Changes damage: +12% light / +6% cold Silence immunity: +26% Mana each turn: +0.16 Light radius: +2 Rings make your fingers look great! |
gold ring 'Blackpython'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +4 Con Changes resistances: +15% blight / +18% fire / +6% arcane / +25% light Mental save: +11 (+2 eff.) Confusion immunity: +38% Life regen: +4.92 Maximum life: +80.00 Rings make your fingers look great! |
gold ring 'Harogas'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +7 Str / +5 Mag / +4 Wil / +4 Cun / +3 Con Critical mult.: +10.00% Rings make your fingers look great! |
gold ring 'Politha'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Damage when hit (Melee): 8 temporal Changes resistances: +24% acid / +6% arcane / +15% nature Changes damage: +7% all Disease immunity: +24% Silence immunity: +24% Confusion immunity: +24% Life regen: +4.88 Only die when reaching: -60.00 life Spellpower: +10 (+2 eff.) Mindpower: +13 (+2 eff.) Rings make your fingers look great! |
steel ring 'Gleamwind'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +6 Defense: +8 (+3 eff.) Changes stats: +3 Str Changes resistances: +6% light / +5% arcane Changes damage: +3% light Blindness immunity: +24% Light radius: +1 Infravision radius: +4 See stealth: +9 See invisible: +7 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Shantiz the Stormblade (143% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 144% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (156% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 156% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Latafayn (198% power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 198% Range: 1.6x Uses stat: 125% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Perseverance (162% power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Power: 163% Range: 1.4x Uses stats: 20% Wil, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+3 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Wintertide (171% power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 171% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 132.25 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Eyal's Will (124% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 109.69 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Telos's Staff (Top Half) (167% power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 167% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
The ShotgonneRequires: - Dexterity 40 - Strength 25 - Talent Shoot - Talent Steam Pool Powered by steamtech 9.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Dam. multiplier: 125% Firing range: +6 Travel speed: +600% Attacks use: 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. This item has been sent to the Item's Vault. |
ThoughtcasterRequires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 139.59 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
gunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +45 lightning / +40 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +15 (+3 eff.) Changes stats: +2 Cun / +7 Str Changes resistances: +3% mind / +6% darkness Changes resistances penetration: +8% lightning / +25% cold Changes damage: +20% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-4 turns) Double Shots (-2 turns) Physical save: +6 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +24% Equilibrium when hit: +0.24 Movement speed: +50% Steampower: +15 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
Betawe the TidewilderCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +9 Armour: +8 Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances: +12% cold Changes damage: +21% physical Trap disarming bonus: +20 Stealth bonus: +11 Maximum stamina: +36.62 Mindpower: +15 (+3 eff.) Infravision radius: +5 A belt that goes around your waist. |
BethidawePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +6% light / +7% darkness Changes damage: +6% mind Critical mult.: +10.00% Infravision radius: +3 See invisible: +6 A belt that goes around your waist. |
BiranPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Mag / +10 Wil / +3 Cun Damage against: +26% Summoned Reduced damage from: +21% Summoned Critical mult.: +15.00% Maximum encumbrance: +31 Mental save: +6 (+1 eff.) Spell crit. chance: +4% Mental crit. chance: +2% A belt that goes around your waist. |
BoltgrindPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Changes stats: +1 Str / +4 Dex / +6 Mag / +5 Wil / +4 Cun Reduces incoming crit damage: 15.00% Physical save: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +1 See invisible: +6 A belt that goes around your waist. |
DazzlegasherPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+1 eff.) Fatigue: -6% Changes stats: +1 Str / +7 Dex Changes resistances: +12% light Changes resistances penetration: +8% physical Changes damage: +6% light / +12% physical Maximum encumbrance: +27 Stamina each turn: +2.00 A belt that goes around your waist. |
GrineruinegInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 blight / 14 temporal Changes stats: +12 Wil Changes resistances: +7% lightning / +7% temporal / +21% acid Changes resistances penetration: +20% blight Psi when hit: +0.20 Maximum mana: +140.00 Maximum vim: +50.00 Spell crit. chance: +4% Mental crit. chance: +5% A belt that goes around your waist. |
Mardihor the hardened leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +4 Wil Changes resistances: +16% fire / +13% cold Changes resistances penetration: +5% temporal Damage against: +19% Summoned Reduced damage from: +20% Summoned Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
RainblowCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +35 (+6 eff.) Changes resistances: +18% acid / +7% fire / +21% lightning / +7% cold Changes damage: +12% physical / +18% cold Mental save: +12 (+2 eff.) Blindness immunity: +23% A belt that goes around your waist. |
Urerach the ShiverhungerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 49 Damage when hit (Melee): 4 mind Changes resistances: +8% fire / +12% mind / +5% cold Changes resistances penetration: +15% cold Changes damage: +12% light A belt that goes around your waist. |
hardened leather belt 'Daimemathel'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +16.0% Physical power: +35 (+6 eff.) Armour: +10 Changes stats: +13 Cun / +5 Dex Changes resistances: +6% physical Only die when reaching: -80.00 life Mental crit. chance: +10% A belt that goes around your waist. |
hardened leather belt 'Hurethad'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 13 blight Changes stats: +8 Mag Changes resistances: +11% lightning / +11% temporal Changes damage: +9% physical Critical mult.: +25.69% Physical save: +23 (+3 eff.) Mana each turn: +0.16 Vim when firing critical spell: +2.57 Spell crit. chance: +4% A belt that goes around your waist. |
rough leather belt 'Eloldawen'Requires: - Level 15 Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +12 Changes stats: +2 Str / +3 Dex / +4 Cun Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Physical save: +7 (+1 eff.) Mindpower: +4 (+1 eff.) See invisible: +12 A belt that goes around your waist. This item has been sent to the Item's Vault. |
Betasewen the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Dex / +3 Wil / +5 Con Changes resistances: +5% physical Reduces incoming crit damage: 15.00% Mental save: +8 (+1 eff.) Infravision radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Furnaceswift the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 79% Changes stats: +3 Cun / +1 Dex Changes resistances: +12% lightning / +6% fire Changes resistances penetration: +15% fire Changes damage: +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galesever the cashmere cloak (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 4 physical Changes resistances: +27% acid / +18% cold / +9% darkness / +6% blight Changes resistances penetration: +25% lightning Physical save: +10 (+1 eff.) Mental save: +9 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galogen (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +37 (+7 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +4 Str / +13 Wil / +3 Cun Critical mult.: +24.41% Stamina each turn: +3.66 Spellpower: +20 (+4 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kidil (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 blight Changes stats: +2 Mag / +5 Wil Changes damage: +12% blight Equilibrium when hit: +0.12 Mindpower: +30 (+5 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayuba (4 def, 0 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex / +8 Mag / +5 Wil / +2 Cun / +1 Con Changes resistances: +6% blight / +28% temporal / +22% darkness Spell save: +10 (+1 eff.) Mental save: +11 (+2 eff.) Silence immunity: +30% Spell crit. chance: +7% See invisible: +6 Deflect projectiles away: +25% Defense after a teleport: +37 Resist all after a teleport: +28% New effects duration reduction after a teleport: +37% Slows Projectiles: +20% Activating this item is instant. It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. This item has been sent to the Item's Vault. |
Scorched Boots (4 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 4.5 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 48.58 blight damage and is poisoned for 194.33 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 4.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 328.72 mind damage and cripples the target's higher mental functions, reducing cunning by 28 and confusing (41% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Decayed Visage (7 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+2 eff.) Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 nature / 10 vim draining blight Changes stats: +4 Mag / +5 Wil / +6 Cun Changes resistances: +9% acid Changes resistances penetration: +25% darkness Changes damage: +7% blight / +10% arcane Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 3.5 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 27% and all saves by 45, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Nimbus of Enlightenment (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-5 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2704 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
19 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuriteRequires: - Level 25 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. This item has been sent to the Item's Vault. |
16 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulRequires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. This item has been sent to the Item's Vault. |
Bloommistress the dwarven-steel pickaxe (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane / 6 nature Changes stats: +2 Str Changes resistances: +6% arcane / +9% temporal / +17% mind / +15% nature Changes resistances penetration: +10% mind Changes damage: +12% arcane Physical save: +11 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +9 (+1 eff.) Maximum life: +66.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 110.81 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Rungof's FangRequires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
22 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Dazzlequake the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Cun / +4 Wil Changes resistances: +18% light Changes resistances penetration: +15% mind Changes damage: +15% cold / +9% light / +15% nature Critical mult.: +12.00% Equilibrium when hit: +0.20 Mindpower: +15 (+3 eff.) Light radius: +7 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. |
Emelynn the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Defense: +20 (+6 eff.) Changes resistances: +27% lightning / +24% nature Reduces incoming crit damage: 15.00% Physical save: +12 (+1 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +25% Light radius: +4 See stealth: +9 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
FrigidbilePowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Damage when hit (Melee): 17 fire Changes resistances: +12% blight / +6% fire / +6% cold Changes damage: +6% blight / +6% cold / +18% light Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
MorningpainCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% nature / +3% cold / +6% light / +1% physical Changes resistances penetration: +20% light Disease immunity: +20% Cut immunity: +10% Pinning immunity: +10% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 348.61 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 348.61 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
PoruserinRequires: - Level 15 Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +4 Mag / +2 Wil / +4 Con Changes resistances: +8% blight / +9% temporal Changes resistances penetration: +10% mind / +8% all Changes damage: +6% temporal Life regen: +1.00 Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
23 bloodstoneRequires: - Level 35 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. This item has been sent to the Item's Vault. |
14 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 ruby0.00 Encumbrance. Type: gem / red ; 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 108% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
amazing fiery salve [power 43] amazing fiery salve [power 43]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (43% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 43] amazing frost salve [power 43]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (43% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 616] amazing healing salve [power 616]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. It can be used to heal 616 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 539] amazing pain suppressor salve [power 539]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -539 life and reduces all damage by 30% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 171] amazing unstoppable force salve [power 171]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 171 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 43] amazing water salve [power 43]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (43% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
perfect ablative armourRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
perfect head lampRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+5 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun white light emitterRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes damage: +20% light Light radius: +5 See stealth: +10 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
Velalrama the Tempestqueen [power 131] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +30 (+9 eff.) Changes resistances: +12% lightning / +7% physical / +12% light / +9% blight / +24% nature / +12% temporal Physical save: +18 (+2 eff.) Only die when reaching: -60.00 life Healing mod.: +15% It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Lelydig' [power 2] (25 cooldown)Requires: - Level 15 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Poison immunity: +20% Cut immunity: +10% Disarm immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +20% Maximum life: +40.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
Aerelranor the Bilewrack [power 285] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +3% light Changes damage: +12% light / +24% nature It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 641 Base Damage: 329 Armor: 14 All Resist: 16 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 2. * Heal for 45. Natural totems are made by powerful wilders to store nature power. |
Freezetide the ash totem of healing [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +11 Wil Changes resistances: +12% cold Changes resistances penetration: +25% darkness / +32% cold Changes damage: +18% cold / +12% darkness / +21% mind Mindpower: +35 (+6 eff.) Mental crit. chance: +7% It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Porydhena the elven-wood totem of stinging [power 398] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Mag Changes damage: +9% arcane Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -80.00 life Spellpower: +25 (+5 eff.) It can be used to sting an enemy dealing 430 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 47. Natural totems are made by powerful wilders to store nature power. |
Scaldrage [power 66] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 10 blight / 8 temporal Changes stats: +6 Dex / +3 Mag / +4 Con Changes resistances: +12% blight Changes damage: +21% blight / +9% fire It can be used to harden the skin for 7 turns increasing armour by 66 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Tukalthofang' [power 518] (22 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +6% cold Reduces incoming crit damage: 5.00% Disease immunity: +20% Confusion immunity: +20% It can be used to sting an enemy dealing 559 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 22 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
22 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Willowparry the yew wand of shielding [power 320] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +18 Damage when hit (Melee): 13 nature Changes resistances: +4% physical / +12% blight / +19% mind / +6% arcane / +12% nature Reduces incoming crit damage: 15.00% Mental save: +23 (+4 eff.) It can be used to create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 24% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarRequires: - Level 15 Powered 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 Activation costs 30 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. This item has been sent to the Item's Vault. |
14 diamond0.00 Encumbrance. Type: gem / white ; 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Madness (Roguelike) difficulty)
Buy an item from an AAA.By Rocket Grimsley the Orc Adventurer level 59
53rd Dusk 122nd year of Ascendancy at 00:24 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Rocket Grimsley the Orc Adventurer level 17
8th Mirth 122nd year of Ascendancy at 00:06 see stats
Demonic Invasion (Madness (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Rocket Grimsley the Orc Adventurer level 33
5th Dusk 122nd year of Ascendancy at 07:28 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Rocket Grimsley the Orc Adventurer level 25
6th Flare 122nd year of Ascendancy at 06:31 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rocket Grimsley the Orc Adventurer level 33
5th Dusk 122nd year of Ascendancy at 09:09 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Rocket Grimsley the Orc Adventurer level 23
1st Flare 122nd year of Ascendancy at 22:25 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Rocket Grimsley the Orc Adventurer level 72
79th Dusk 122nd year of Ascendancy at 08:28 see stats
For a Few Gold More (Madness (Roguelike) difficulty)
Completely deplete an AAA's stock.By Rocket Grimsley the Orc Adventurer level 59
53rd Dusk 122nd year of Ascendancy at 00:24 see stats
Infinite x10 (Madness (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Rocket Grimsley the Orc Adventurer level 16
7th Mirth 122nd year of Ascendancy at 07:39 see stats
Infinite x20 (Madness (Roguelike) difficulty)
Got to level 20 of the infinite dungeon.By Rocket Grimsley the Orc Adventurer level 32
3rd Dusk 122nd year of Ascendancy at 12:33 see stats
Infinite x30 (Madness (Roguelike) difficulty)
Got to level 30 of the infinite dungeon.By Rocket Grimsley the Orc Adventurer level 41
18th Dusk 122nd year of Ascendancy at 03:29 see stats
Infinite x40 (Madness (Roguelike) difficulty)
Got to level 40 of the infinite dungeon.By Rocket Grimsley the Orc Adventurer level 49
29th Dusk 122nd year of Ascendancy at 12:24 see stats
Infinite x50 (Madness (Roguelike) difficulty)
Got to level 50 of the infinite dungeon.By Rocket Grimsley the Orc Adventurer level 54
44th Dusk 122nd year of Ascendancy at 08:42 see stats
Infinite x60 (Madness (Roguelike) difficulty)
Got to level 60 of the infinite dungeon.By Rocket Grimsley the Orc Adventurer level 61
58th Dusk 122nd year of Ascendancy at 23:28 see stats
Infinite x70 (Madness (Roguelike) difficulty)
Got to level 70 of the infinite dungeon.By Rocket Grimsley the Orc Adventurer level 68
73rd Dusk 122nd year of Ascendancy at 02:23 see stats
Infinite x80 (Madness (Roguelike) difficulty)
Got to level 80 of the infinite dungeon.By Rocket Grimsley the Orc Adventurer level 78
9th Haze 122nd year of Ascendancy at 07:36 see stats
Invasion from the Depths (Madness (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Rocket Grimsley the Orc Adventurer level 35
8th Dusk 122nd year of Ascendancy at 03:28 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Rocket Grimsley the Orc Adventurer level 10
78th Pyre 122nd year of Ascendancy at 12:14 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Rocket Grimsley the Orc Adventurer level 20
1st Summertide 122nd year of Ascendancy at 04:28 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Rocket Grimsley the Orc Adventurer level 30
10th Flare 122nd year of Ascendancy at 09:05 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Rocket Grimsley the Orc Adventurer level 40
15th Dusk 122nd year of Ascendancy at 23:39 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Rocket Grimsley the Orc Adventurer level 50
31st Dusk 122nd year of Ascendancy at 02:56 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Rocket Grimsley the Orc Adventurer level 63
61st Dusk 122nd year of Ascendancy at 05:50 see stats
Shasshhiy'Kaish (Madness (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Rocket Grimsley the Orc Adventurer level 31
2nd Dusk 122nd year of Ascendancy at 20:17 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Rocket Grimsley the Orc Adventurer level 34
7th Dusk 122nd year of Ascendancy at 15:56 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Rocket Grimsley the Orc Adventurer level 13
4th Mirth 122nd year of Ascendancy at 00:43 see stats
The Old Ones (Madness (Roguelike) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Rocket Grimsley the Orc Adventurer level 77
7th Haze 122nd year of Ascendancy at 09:58 see stats
The Rat Lich (Madness (Roguelike) difficulty)
Killed the terrible Rat Lich.By Rocket Grimsley the Orc Adventurer level 19
1st Summertide 122nd year of Ascendancy at 01:48 see stats
The Restless Dead (Madness (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Rocket Grimsley the Orc Adventurer level 37
11st Dusk 122nd year of Ascendancy at 08:32 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Rocket Grimsley the Orc Adventurer level 42
19th Dusk 122nd year of Ascendancy at 17:53 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rocket Grimsley the Orc Adventurer level 22
3rd Summertide 122nd year of Ascendancy at 14:49 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rocket Grimsley the Orc Adventurer level 11
79th Pyre 122nd year of Ascendancy at 20:54 see stats
Log
Rocket Grimsley hits Velenor the cryomancer for 77 fire damage.
Rocket Grimsley hits Fire drake hatchling for 63 fire damage.
Rocket Grimsley's Rocket Pod hits Fire drake hatchling for 423 cold damage.
Rocket Grimsley's Rocket Pod hits Fire drake hatchling for 422 cold damage.
Rocket Grimsley's Rocket Pod hits Minotaur for 451 cold damage.
Rocket Grimsley's Rocket Pod hits Fire drake hatchling for 1598 fire, 29 physical, 22 cold, 423 cold (2071 total damage).
Rocket Grimsley's Rocket Pod hits Velenor the cryomancer for 131 cold damage.
Rocket Grimsley's Rocket Pod hits Fire drake hatchling for 423 cold damage.
Rocket Grimsley's Rocket Pod hits Fire drake hatchling for 40 fire, 424 cold (464 total damage).
Rocket Grimsley's Rocket Pod hits Fire drake hatchling for 40 fire, 423 cold (463 total damage).
Rocket Grimsley's Rocket Pod hits Minotaur for 452 cold damage.
Rocket Grimsley's Rocket Pod hits Fire drake hatchling for 665 fire, 76 fire, 35 physical, 26 cold, 40 fire, 537 cold (1380 total damage).
Rocket Grimsley's Rocket Pod hits Velenor the cryomancer for 131 cold damage.
Rocket Grimsley's Rocket Pod hits Fire drake hatchling for 40 fire, 424 cold (464 total damage).
Velenor the cryomancer casts Manathrust.
Rocket Grimsley converts damage to paradox!
Rocket Grimsley converts some damage to Psi!
Velenor the cryomancer hits Rocket Grimsley for (169 abyssal shield), 65 to psi, (148 converted), 346 arcane (411 total damage).
Rocket Grimsley shoots!
Velenor the cryomancer casts Lightning.
Velenor the cryomancer's spell attains critical power!
You have deflected 79 incoming damage!
Rocket Grimsley converts damage to paradox!
Rocket Grimsley converts some damage to Psi!
Velenor the cryomancer hits Rocket Grimsley for (166 abyssal shield), (79 deflected), 22 to psi, (306 converted), 715 lightning (737 total damage).
Burning from Rocket Grimsley hits Fire drake hatchling for 42 fire damage.
Burning from Rocket Grimsley hits Velenor the cryomancer for 51 fire damage.
Rocket Grimsley the level 79 orc adventurer was electrocuted to death by Velenor the cryomancer on level 82 of Infinite Dungeon.
Rocket Grimsley no longer revels in blood quite so much.




































































































































































































