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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Arcane Combat Tweaks 1.7.0Tweaks to the Arcane Command configuration dialog. Notable features:
Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. 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 Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 72 / 11% |
Size | medium |
Lifes / Deaths | Killed by greater mummy at level 7 on the 6th Mirth 122nd year of Ascendancy at 05:31 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 124 (base 81) |
Dexterity | 109 (base 81) |
Constitution | 118 (base 81) |
Magic | 110 (base 81) |
Willpower | 118 (base 81) |
Cunning | 128 (base 81) |
Resources
Hate | 54/108 |
Equilibrium | 34 |
Life | 1977/1977 |
Steam | 96/96 |
Stamina | 583/583 |
Psi | 735/735 |
Healing Factor | 2.2721461763491 |
Regeneration | 137.6743502203 |
Speed
Mental | -9.9809049913802E-12% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +222.46718035512% |
Vision
Sight | 13 |
Lite | -990 |
Infravision | 22 |
See Stealth | 86 |
See Invisible | 113 |
Stealth | 88 |
Offense: Mainhand
Damage | 187 |
Accuracy | 104 |
Crit Chance | 95% |
APR | 60 |
Speed | 1.00 |
Offense: Offhand
Damage | 175 |
Accuracy | 95 |
Crit Chance | 81% |
APR | 84 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41.5 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 126 |
Crit Chance | 72% |
Speed | 1 |
Offense: Damage Bonus
Mind | +149% |
Lightning | +10% |
Light | +27% |
Temporal | +9% |
Darkness | +31% |
Physical | +29% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +79% |
Light | +60% |
Nature | +49% |
Fire | +49% |
Mind | +70% |
All | +20% |
Defense: Base
Armour (hardiness) | 85 (97.28143328797%) |
Defense | 110 |
Ranged Defense | 110 |
Fatigue | 0 |
Physical Save | 84.65 |
Spell Save | 77.5 |
Mental Save | 83 |
Defense: Resistances
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Mind | + 70%( 70%) |
All | + 98%( 70%) |
Lightning | + 70%( 70%) |
Physical | + 70%( 70%) |
Temporal | + 70%( 70%) |
Darkness | + 70%( 70%) |
Cold | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Knockback Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 28% |
Blind Resistance | 39% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 552 life over 5 turns. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 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 73%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.2 steam per turn. Can be activated for an instant burst of 111 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.1 steam per turn. Can be activated for an instant burst of 105 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 215% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. |
Class Talents
Cursed / Predator | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Psionic / Absorption | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Solipsism | 1.40 |
| 7/5 |
| 1/5 |
| 7/5 |
| 5/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 7/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Steamtech / Thoughts of iron | 1.30 |
| 7/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Gadgets | 1.30 |
| 7/5 |
| 7/5 |
| 5/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 7/5 |
| 7/5 |
| 4/5 |
| 7/5 |
Steamtech / Psytech gunnery | 1.30 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Punishments | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Artillery | 1.52 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemical warfare | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 7/5 |
Psionic / Gestalt | 1.30 |
| 6/5 |
| 7/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 7/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 5/5 |
| 7/5 |
| 7/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.30 |
| 4/5 |
| 6/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.50 |
| 6/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 6/5 |
| 6/5 |
Psionic / Mentalism | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Stealth |
talent | Charged Shield |
talent | Mow Down |
talent | Beyond the Flesh |
talent | Miasma Engine |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Exoskeleton |
talent | Gestalt |
talent | Kinetic Shield |
talent | Savage Hunter |
talent | Antimagic Shield |
talent | Mental Tyranny |
talent | Gloom |
talent | Rocket Pod |
talent | Mechanical Arms |
beneficial effect | Hunting: Marked Prey22% Received damage reduction against: - Major - Sandworm - Bear - Orc |
detrimental effect | Zone-wide effect: A huge thunderstorm rages above you. +10 lightning damage, -10% stun resistance. Thunderstorm |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+52% global speed). Clarity |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 13.1 and stamina regeneration by 3.0. Soothing Darkness |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (134)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 15): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 16): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 17): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 18): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 19): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 2): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): ExterminatorYou completed the challenge and received: +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 23): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 24): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 25): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 26): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 27): Rush Hour (134)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Wake up and kill the dreaming horror boss 'Poridawyn the dreaming horror'. Infinite Dungeon Challenge (Level 29): Dream HunterYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 233 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 30): Rush Hour (233)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 32): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 251 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 33): Rush Hour (251)Turns left: 98 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 34): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 35): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 197 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 36): Rush Hour (197)Turns left: 22 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 37): ExterminatorYou completed the challenge and received: +1 Prodigy Point | done |
Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 38): Rush Hour (227)Turns left: 66 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 39): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorFoes left: 96 | active |
Proceed directly to the next Infinite Dungeon level in less than 251 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 40): Rush Hour (251)Turns left: 69 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 41): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 506 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 42): Rush Hour (506)Turns left: 232 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 44): Headhunter0 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 45): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 113 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 47): Rush Hour (113)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 48): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 49): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 50): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 51): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 52): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 230 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 53): Rush Hour (230)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 461 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 54): Rush Hour (461)Turns left: 258 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 55): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 56): ExterminatorYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 57): MultiplicityTurns left: 0 You 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 58): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 335 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 59): Rush Hour (335)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 6): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 60): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 61): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 62): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 63): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 64): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Belitha the dreaming horror'. Infinite Dungeon Challenge (Level 65): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 66): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 67): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 68): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 69): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 70): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 71): ExterminatorYou completed the challenge and received: Random Artifact: Infernostreak | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 72): Headhunter0 / 2 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 239 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (239)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 149 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (149)Turns left: -1 | failed |
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 | ![]() 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: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +24 Crit. chance: +12.0% Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 214% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +19.0% Capacity: 23 Travel speed: +436% Damage (Ranged): +24 acid Damage (radius 1) on hit: +24 physical Damage (radius 2) on crit: +24 physical When wielded/worn: Ammo reloads per turn: +5 Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
On hands | ![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +20 (+3 eff.) Changes resistances: +15% temporal / +11% darkness / +11% blight / +12% nature / +13% arcane Changes damage: +12% mind Damage affinity(heal): +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Iron Grip Physical save: +15 (+2 eff.) Spell save: +18 (+3 eff.) Disarm immunity: +100% Light radius: +3 Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes damage: +25% darkness Blindness immunity: +39% Confusion immunity: +17% Maximum life: +47.00 Light radius: +5 Infravision radius: +10 See stealth: +16 See invisible: +28 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 8.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 10 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+2 eff.) Stun/Freeze immunity: +30% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Skullcracker multiplicator: +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On feet | ![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Talent granted: +5 Rocket Boots Pinning immunity: +600% Knockback immunity: +100% Spellpower: +5 (+0 eff.) Steampower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 5.9 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 50.75 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 4, knocking back targets and dealing 270.63 lightning and 317.37 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +25 (+4 eff.) Changes stats: +5 Mag Changes resistances: +12% cold / +6% arcane / +4% physical Changes resistances penetration: +30% darkness Changes damage: +12% mind Mental save: +18 (+4 eff.) See invisible: +15 Healing mod.: +24% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 335 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +13% blight / +13% nature / +18% darkness Changes resistances penetration: +29% darkness / +29% fire Changes damage: +12% light / +15% fire / +6% darkness / +35% mind Poison immunity: +28% Disease immunity: +30% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+5 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. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +23% blight / +9% temporal / +9% mind Changes damage: +30% mind / +9% temporal Talent mastery: +0.22 Steamtech / Artillery Critical mult.: +23.04% Hate when firing a critical mind attack: +5.76 Mindpower: +30 (+4 eff.) Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 On weapon hit: * shock your foe dealing 59 damage and draining some of their resources Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +9.0% Changes stats: +4 Cun / +3 Wil Changes resistances penetration: +15% light Changes damage: +12% mind Mental save: +18 (+4 eff.) Equilibrium when hit: +0.16 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +20 (+3 eff.) Changes stats: +3 Str / +4 Dex / +6 Mag Changes resistances: +9% fire Changes damage: +21% physical Stealth bonus: +8 Slows Projectiles: +25% A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% 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: * flashes light on your target dealing 170 damage When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Critical mult.: +15.00% Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 92 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +6 Cun Changes resistances: +30% lightning / +30% cold Changes resistances penetration: +25% light / +29% nature Changes damage: +15% light / +18% mind Mental save: +18 (+4 eff.) Stun/Freeze immunity: +50% Maximum hate: +8.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Str / +10 Dex / +10 Mag / +20 Wil / +20 Cun / +10 Con Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This item has been sent to the Item's Vault. |
Inventory
![]() 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: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 76%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() shielding rune (absorb 462; dur 8; cd 18) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +1 Wil Changes resistances: +11% lightning / +9% cold / +11% mind Changes resistances penetration: +10% cold Mental save: +6 (+1 eff.) Confusion immunity: +33% Stun/Freeze immunity: +23% Mindpower: +6 (+1 eff.) Amulets make your neck look great! |
![]() serendipitous steel amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +9 Lck Blindness immunity: +17% Infravision radius: +4 Sight radius: +2 See invisible: +9 Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% light / +11% darkness Blindness immunity: +23% Amulets make your neck look great! |
![]() Infused 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to slow global speed by 88% Changes stats: +9 Dex / +14 Cun / +7 Con Changes resistances penetration: +15% mind Changes damage: +12% mind Confusion immunity: +20% Life regen: +6.00 Stamina each turn: +0.80 Mental crit. chance: +5% Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con / +12 Wil Changes damage: +6% light / +9% mind Talent masteries: +0.28 Steamtech / Chemistry +0.28 Chronomancy / Temporal Guardian Critical mult.: +15.00% Physical save: +19 (+2 eff.) Life regen: +11.00 Maximum life: +80.00 Mental crit. chance: +4% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +7 Defense: +12 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 4 lightning / 4 cold Changes stats: +10 Dex / +8 Cun / +25 Con Changes resistances: +3% lightning / +18% fire / +30% temporal / +9% cold Changes resistances cap: +7% all Changes resistances penetration: +5% lightning / +5% cold / +30% fire Changes damage: +15% lightning / +12% cold / +10% physical / +18% fire Physical save: +64 (+7 eff.) Spell save: +23 (+3 eff.) Mental save: +19 (+4 eff.) Blindness immunity: +40% Cut immunity: +80% Pinning immunity: +41% Knockback immunity: +50% Life regen: +15.00 Stamina each turn: +1.50 Maximum life: +64.00 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Combat speed: +10% Healing mod.: +30% 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 833 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 blight Changes stats: +3 Str Changes resistances: +24% cold Changes damage: +6% blight / +12% cold Stun/Freeze immunity: +22% Life regen: +1.00 Mana each turn: +0.04 Maximum vim: +10.00 Rings make your fingers look great! |
![]() steel ring 'Emoda' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +25 (+4 eff.) Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str Changes resistances: +15% temporal Changes resistances penetration: +25% physical Changes damage: +24% temporal / +18% arcane / +12% physical Mental save: +6 (+1 eff.) Confusion immunity: +32% Stamina each turn: +3.61 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% physical / +6% darkness / +30% fire Changes damage: +15% fire Poison immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
![]() Powered 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. |
![]() Infused 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: 4.5 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. |
![]() Crafted 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 (+1 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +6 Defense: +15 (+3 eff.) Changes stats: +3 Dex Changes resistances: +28% cold Changes damage: +14% cold Critical mult.: +20.00% Blindness immunity: +20% Poison immunity: +20% Knockback immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
![]() Betymina the Glowsear (182% power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 182% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +27% cold Changes resistances penetration: +20% light / +20% cold Changes damage: +18% cold / +64% light / +18% darkness Talent granted: +1 Command Staff Physical save: +13 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +13 (+3 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff of wizardry (182% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 182% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes damage: +25% cold Talent granted: +1 Command Staff Maximum mana: +55.00 Spellpower: +22 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone magestaff (186% power, 6 apr, fire element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 187% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() greater dragonbone magestaff of warding (186% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 187% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Maximum wards: +2 lightning / +2 cold / +2 arcane / +2 fire Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talents granted: +5 Ward +1 Command Staff Spellpower: +25 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() dwarven-steel battleaxe of daylight (188% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 188% Range: 1.5x Uses stat: 152% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +19 light Damage against: +24% Undead Massive two-handed battleaxes. |
![]() inquisitor's stralite battleaxe of enduring (200% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 200% Range: 1.5x Uses stat: 152% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Deals 176 Manaburn damage and puts 1 random spell talent on cooldown for 8 turns (checks Confusion immunity) When wielded/worn: Changes stats: +13 Con / +17 Wil Maximum life: +126.00 Massive two-handed battleaxes. |
![]() Kindlehash the voratun battleaxe (207% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 208% Range: 1.5x Uses stat: 152% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 17% chance to slow global speed by 88% When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +4 Damage when hit (Melee): 12 fire Changes stats: +8 Cun Hate when firing a critical mind attack: +6.01 Only die when reaching: -80.00 life Mindpower: +20 (+3 eff.) Mental crit. chance: +4% Massive two-handed battleaxes. |
![]() stormbringer's voratun battleaxe of crippling (210% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 210% Range: 1.5x Uses stat: 152% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +55 lightning / +52 cold When wielded/worn: Physical crit. chance: +17.0% Changes resistances penetration: +35% lightning / +35% cold Movement speed: +63% Massive two-handed battleaxes. |
![]() blazebringer's dwarven-steel greatsword of massacre (206% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 206% Range: 1.6x Uses stat: 152% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +65 fire When wielded/worn: Changes resistances penetration: +20% fire Global speed: +10% Massive two-handed swords. |
![]() Salinn the voratun greatsword (214% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 214% Range: 1.6x Uses stat: 152% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 darkness / +12 acid Damage against: +28% Living When wielded/worn: Changes resistances: +18% acid Critical mult.: +24.06% Physical save: +9 (+1 eff.) Knockback immunity: +24% Equilibrium when hit: +0.28 Maximum psi: +30.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +6% Massive two-handed swords. |
![]() Sepsispain (211% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 211% Range: 1.6x Uses stat: 152% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to reduce damage dealt by 46% Damage (Melee): +24 nature When wielded/worn: Accuracy: +19 (+3 eff.) Defense: +17 (+3 eff.) Effects on melee hit: * 24% chance to slow global speed by 88% Damage when hit (Melee): 6 nature Changes stats: +4 Cun Changes resistances: +9% light Changes resistances penetration: +30% darkness / +30% light Changes damage: +24% light Disarm immunity: +64% Infravision radius: +4 Massive two-handed swords. |
![]() voratun greatsword of torment (212% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 213% Range: 1.6x Uses stat: 152% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
![]() plaguebringer's orichalcum trident (206% power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 206% Range: 1.6x Uses stat: 152% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): +20 blight When wielded/worn: Disease immunity: +42% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Hydra's Bite (208% power, 7 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Power: 209% Range: 1.1x Uses stats: 114% Wil, 51% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() truestriking dwarven-steel longsword (180% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 181% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +10% physical Sharp, long, and deadly. |
![]() Fulileg (209% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 209% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal / +8 arcane / +30 cold When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +7 Con Changes resistances: +6% arcane / +12% temporal Changes resistances penetration: +10% temporal / +15% physical Disarm immunity: +35% Sharp, long, and deadly. |
![]() Glorevea the voratun longsword (210% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 210% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +45 (+8 eff.) Armour penetration: +30 Effects on melee hit: * 24% chance to slow global speed by 88% Damage when hit (Melee): 2 acid Changes resistances: +6% blight / +15% temporal / +3% darkness Changes resistances penetration: +28% physical Sharp, long, and deadly. |
![]() blazebringer's voratun mace of dampening (198% power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 199% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +51 fire When wielded/worn: Changes resistances: +17% acid / +17% lightning / +17% cold / +17% fire / +10% all Changes resistances penetration: +20% fire Spell save: +15 (+2 eff.) Global speed: +8% Blunt and deadly. |
![]() Emaba the dwarven-steel waraxe (176% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 176% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 72 damage When wielded/worn: Defense: +20 (+3 eff.) Effects on melee hit: * 24% chance to reduce armor by 32% Changes resistances: +9% mind Changes resistances penetration: +15% blight Critical mult.: +20.00% Poison immunity: +24% Maximum life: +120.29 Maximum hate: +6.00 Spell crit. chance: +6% One-handed war axes. |
![]() elemental dwarven-steel waraxe of massacre (187% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 188% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 72 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +19% cold Changes damage: +20% cold One-handed war axes. |
![]() dwarven-steel dagger 'Elybrethra' (174% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 174% Range: 1.3x Uses stats: 63% Wil, 63% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 physical Damage (radius 1) on hit: +24 physical When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil / +5 Con Changes resistances: +5% physical Changes damage: +9% temporal Critical mult.: +24.06% See invisible: +9 Sharp, short and deadly. |
![]() caustic voratun dagger of evisceration (194% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 194% Range: 1.3x Uses stats: 63% Wil, 63% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 374 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +37 acid / +40 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Physical power: +10 (+1 eff.) Changes resistances penetration: +22% acid / +21% nature Sharp, short and deadly. |
![]() slime-covered voratun dagger of rage (195% power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 195% Range: 1.3x Uses stats: 63% Wil, 63% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 88% When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +7 Str Changes damage: +13% physical Sharp, short and deadly. |
![]() creative thorny mindstar of clarity (98% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Mental save: +7 (+2 eff.) Maximum psi: +28.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of gales (96% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +21 (+4 eff.) Changes damage: +10% lightning / +12% cold / +9% physical Talent granted: +1 Attune Mindstar Pinning immunity: +27% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% 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: +32 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 176 Manaburn damage and puts 1 random spell talent on cooldown for 8 turns (checks Confusion immunity) When wielded/worn: Damage (Melee): 8 physical Changes resistances: +10% physical Changes resistances penetration: +10% physical Changes damage: +7% physical Talent granted: +1 Attune Mindstar Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% 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: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +15% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of venom (104% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 14 acid Changes resistances: +17% acid Changes resistances penetration: +8% acid Changes damage: +15% acid Talent granted: +1 Attune Mindstar Life regen: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating pulsing mindstar of sand (105% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 physical Changes resistances: +8% mind / +12% physical Changes resistances penetration: +6% mind / +8% physical Changes damage: +9% mind / +16% physical Talent granted: +1 Attune Mindstar Psi when hit: +1.80 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +20% 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. |
![]() Singefoe (115% power, 43 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 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: +43 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 fire Damage (radius 2) on crit: +12 acid / +12 physical When wielded/worn: Physical power: +20 (+3 eff.) Defense: +25 (+4 eff.) Changes stats: +5 Wil / +6 Cun / +7 Con Changes resistances: +5% blight Changes damage: +5% nature Talent granted: +1 Attune Mindstar Disease immunity: +23% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% 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% When wielded/worn: Changes resistances penetration: +8% acid / +8% fire / +8% cold / +8% physical Changes damage: +10% acid / +10% fire / +13% cold / +14% physical Talent granted: +1 Attune Mindstar Physical save: +8 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +2.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +38 Max wilder summons: +2 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. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% 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% Damage (Melee): +20 temporal Damage (radius 2) on crit: +4 fire When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 20 fire Damage when hit (Melee): 6 fire Changes resistances: +10% blight / +20% fire / +10% nature / +6% lightning Changes resistances penetration: +15% lightning / +17% fire / +10% nature Changes damage: +20% fire / +17% nature / +3% temporal Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +10% 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. |
![]() resonating living mindstar (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% 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% When wielded/worn: Changes resistances: +8% mind Changes resistances penetration: +10% mind Changes damage: +10% mind Talent granted: +1 Attune Mindstar Psi when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +12% 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. |
![]() steel steamsaw 'Grinutir' (171% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 171% Range: 1.5x Uses stat: 126% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +26 On weapon crit: * Splash the target with acid dealing 120 damage over 5 turns and reducing armor and accuracy by 15 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +2 Mag / +3 Wil / +4 Con Changes resistances: +18% blight Talent granted: +1 Block Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +20 (+2 eff.) Spell crit. chance: +5% See invisible: +12 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() impervious stralite steamsaw of torment (157% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 186% Range: 1.5x Uses stat: 126% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +72 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +13 Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +7 Con Talent granted: +2 Block Physical save: +11 (+2 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Tureldir the elm longbow Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Travel speed: +241% Damage (Ranged): +12 lightning When wielded/worn: Ammo reloads per turn: +5 Changes resistances: +6% physical / +24% nature / +18% light Changes damage: +15% lightning Spell save: +12 (+2 eff.) Pinning immunity: +24% Longbows are used to shoot arrows at your foes. |
![]() mighty ash longbow of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +12 cold When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +5 Str Changes damage: +18% cold Longbows are used to shoot arrows at your foes. |
![]() dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. |
![]() caustic cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +19 acid / +21 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +13% acid / +12% nature Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +9 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% nature / +5% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Sleetbutcher the voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +16 mind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +13 Changes resistances: +18% cold / +9% light / +18% mind Changes resistances penetration: +13% all Changes damage: +27% cold Confusion immunity: +24% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Changes resistances penetration: +12% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() quiver of elven-wood arrows 'Treenoon' (17/17, 196% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 197% Range: 1.4x Uses stats: 63% Wil, 88% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 17 On weapon hit: * 24% chance to reduce all saves and defense by 57 * 24% chance to slow global speed by 88% * 25% chance for lightning to strike from the target to a second target dealing 72 damage Damage (Ranged): +24 lightning / +12 darkness / +24 nature / +16 mind Damage (radius 1) on hit: +16 lightning / +20 nature / +24 mind Damage (radius 2) on crit: +24 mind Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 188% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 267 physical damage Travel speed: +200% Damage (Ranged): +8 fire Damage (radius 1) on hit: +20 acid / +20 fire Damage (radius 2) on crit: +20 acid Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 203% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +11.5% Capacity: 21 On weapon hit: * 20% chance to slow global speed by 88% Travel speed: +200% Damage (Ranged): +20 nature Damage (radius 1) on hit: +20 cold / +8 light / +20 nature When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 199% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +5 Crit. chance: +14.5% Capacity: 21 On weapon hit: * 10% chance to reduce all saves and defense by 57 * 20% chance to knock the target back 3 spaces and deal 412 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +12 temporal / +8 mind / +13 physical Damage (radius 1) on hit: +12 mind Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 195% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% When wielded/worn: These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 209% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +10.5% Capacity: 18 On weapon hit: * 50% chance to put 1 talent on cooldown for 8 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 374 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of stralite shots of daylight (18/18, 198% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 199% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 Damage (Ranged): +19 darkness / +15 light Damage against: +15% Living / +13% Undead Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 205% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 50% chance to put 1 talent on cooldown for 8 turns (checks Confusion immunity) Damage (Ranged): +26 darkness Damage against: +17% Living When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Glitterhacker the stralite shield (0 def, 8 armour, 142.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 12 mind Changes resistances: +24% lightning / +24% light / +18% mind Changes resistances penetration: +15% light Talent granted: +1 Block Handheld deflection devices. |
![]() scouring stralite shield (0 def, 8 armour, 132.5 block) Requires: - Shield usage training - Strength 35 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 18 arcane resource burn Damage (Melee): 18 acid / 18 nature Effects when hit in melee: * 9 arcane resource burn Changes stats: +5 Con Changes resistances: +15% acid / +15% nature Talent granted: +1 Block Handheld deflection devices. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +6 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +13 (+2 eff.) Decaying mummy wrappings. |
![]() mummy wrappings of power (5 def, 2 armour) Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: -25% fire Changes damage: +15% darkness / +15% cold / +15% arcane / +17% all Spellpower: +25 (+2 eff.) Decaying mummy wrappings. |
![]() sunsealed silk robe of life (7 def, 7 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Changes stats: +8 Mag Changes resistances: +17% blight / +12% darkness / +13% light / +13% all Changes damage: +21% light Life regen: +4.90 Maximum life: +136.00 Light radius: +4 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven elven-silk robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +10% darkness / +19% physical Changes damage: +30% darkness / +23% physical Maximum hate: +13.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() duelist's rough leather armour (6 def, 6 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Dex A suit of armour made of leather. |
![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Effects on melee hit: * 23% chance to reduce damage dealt by 46% Damage when hit (Melee): 12 light Changes resistances: +21% cold / +18% mind / +9% darkness Changes resistances penetration: +29% mind Changes damage: +9% light / +27% mind A suit of armour made of leather. |
![]() troll-hide hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Life regen: +10.20 Maximum life: +47.00 Healing mod.: +14% A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of command (23 def, 16 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +23 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun Mental save: +18 (+4 eff.) Life regen: +6.80 Stamina each turn: +2.10 A suit of armour made of leather. |
![]() searing reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Damage (Melee): 16 acid / 16 fire Damage when hit (Melee): 14 acid / 12 fire Changes resistances: +26% acid / +20% fire Critical mult.: +16.00% A suit of armour made of leather. |
![]() troll-hide reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Life regen: +10.80 Maximum life: +62.00 Healing mod.: +17% A suit of armour made of leather. |
![]() Blindorder (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +36 (+6 eff.) Armour penetration: +4 Physical power: +36 (+6 eff.) Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Effects on melee hit: * 24% chance to reduce damage dealt by 46% Damage when hit (Melee): 12 acid Changes stats: +6 Str / +8 Dex Changes resistances: +14% darkness / +9% physical Changes resistances penetration: +20% acid Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() enlightening steel mail armour of acid resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +21% acid Mental save: +14 (+3 eff.) A suit of armour made of mail. |
![]() dwarven-steel mail armour of the deep (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +11% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of the deep (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +6 Wil Changes resistances: +10% acid / +10% cold Allows you to breathe in: water Mental save: +18 (+4 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +9 Cun / +9 Wil Mental save: +22 (+5 eff.) A suit of armour made of mail. |
![]() fortifying voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +7 Str / +6 Con Maximum life: +50.00 A suit of armour made of mail. |
![]() stralite plate armour 'Yvamina' (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +8 Str / +5 Wil / +6 Cun Changes resistances: +9% nature Changes damage: +15% acid Physical save: +22 (+3 eff.) Blindness immunity: +24% Maximum life: +34.00 A suit of armour made of metal plates. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() rough leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Critical mult.: +7.00% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +27 (+4 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +6 Dex / +6 Wil / +6 Cun / +5 Con Changes resistances: +3% physical Physical save: +32 (+4 eff.) Spell save: +16 (+2 eff.) Mental save: +20 (+4 eff.) Life regen: +1.90 Spellpower: +15 (+2 eff.) Healing mod.: +20% Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 10 fire Changes resistances: +12% cold Changes resistances penetration: +20% fire / +20% cold Changes damage: +9% blight / +12% fire / +12% cold Maximum life: +90.00 Maximum stamina: +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Changes resistances: +30% cold Changes resistances penetration: +25% arcane Changes damage: +33% arcane / +18% mind Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +11 Spell crit. chance: +8% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +3 Armour: +3 Changes stats: +6 Lck / +7 Dex Changes resistances: +3% physical Changes damage: +21% acid Stealth bonus: +5 Stamina each turn: +2.00 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +1 Wil / +2 Cun / +5 Lck Changes resistances: +12% darkness / +3% acid Stealth bonus: +8 See invisible: +3 A pair of boots made of leather. |
![]() Earthnail (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Dex / +8 Wil / +9 Lck Changes resistances: +21% nature Changes resistances penetration: +20% mind / +30% temporal Changes damage: +9% mind / +9% temporal Stealth bonus: +10 Psi when hit: +0.56 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 23% chance to reduce all saves and defense by 57 Changes stats: +11 Cun / +4 Wil Changes resistances: +18% lightning / +6% mind Changes resistances penetration: +29% mind Changes damage: +24% mind Physical save: +6 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Hate when firing a critical mind attack: +5.85 Mental crit. chance: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 10 arcane Changes resistances: +15% lightning Changes resistances penetration: +25% lightning Changes damage: +15% mind Critical mult.: +20.00% Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes resistances: +9% acid Changes resistances penetration: +15% acid Changes damage: +24% acid / +15% mind Maximum encumbrance: +29 Physical save: +10 (+1 eff.) Mental save: +15 (+3 eff.) Equilibrium when hit: +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +2 Physical power: +5 (+0 eff.) Armour: +8 Defense: +30 (+5 eff.) Changes stats: +7 Str Only die when reaching: -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Assassin's Surprise (0 def, 4 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 29 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 87 addition nature damage over 3 turns (damage based on Cunning) Activation costs 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +3 Dex Changes resistances: +3% blight Changes resistances penetration: +5% light Physical save: +6 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +22% Life regen: +4.00 Stamina each turn: +0.70 Maximum stamina: +10.00 Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() rough leather hat 'Lightningtrial' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 12 lightning Changes stats: +6 Str Changes damage: +27% mind Equilibrium when hit: +0.20 Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 Maximum psi: +60.15 Light radius: +4 Infravision radius: +6 A hat made of leather. Very stylish. |
![]() Darkbrace the cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 22 Damage when hit (Melee): 10 fire Changes resistances: +18% blight / +18% darkness Changes resistances penetration: +15% darkness / +15% fire Changes damage: +12% darkness / +24% blight Psi each turn: +0.24 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() hardened leather hat 'Icesteel' (20 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+4 eff.) Physical crit. chance: +14.0% Armour: +3 Defense: +20 (+3 eff.) Fatigue: +3% Changes stats: +7 Lck / +7 Con Changes resistances penetration: +30% cold / +25% temporal Changes damage: +18% cold Stamina each turn: +3.61 Spell crit. chance: +5% Mental crit. chance: +3% A hat made of leather. Very stylish. |
![]() Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 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 (+2 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! |
![]() Airminister (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Changes resistances: +14% acid / +27% fire / +14% lightning / +30% cold Changes resistances penetration: +10% lightning Changes damage: +6% blight / +9% arcane / +12% mind Spellpower: +15 (+2 eff.) Spell crit. chance: +5% A cap made of leather. |
![]() Crown of the Elements (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+2 eff.) Mindpower: +15 (+2 eff.) This jeweled crown shimmers with colors. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 88% Damage when hit (Melee): 6 nature Changes resistances: +5% arcane / +18% cold Changes resistances penetration: +25% nature Changes damage: +18% arcane / +18% light Allows you to breathe in: water Light radius: +3 A cap made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +11 Fatigue: +5% Changes stats: +4 Con Cut immunity: +20% Mindpower: +5 (+1 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
![]() agate 0.00 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. |
![]() citrine 0.00 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. |
![]() zircon 0.00 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. |
![]() emerald 0.00 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. |
![]() sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() jade 0.00 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. |
![]() 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered 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. |
![]() Powered 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. |
![]() 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. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered 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. |
![]() brass lantern of the moons Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +7% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 7.2 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 209.71 damage. The damage dealt will increase with your Spellpower. 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. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con / +5 Wil Changes damage: +7% mind Reduces incoming crit damage: 10.00% Mental save: +6 (+1 eff.) Maximum life: +51.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Light radius: +4 See invisible: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 42] amazing fiery salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (42% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 42] amazing frost salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 608] amazing healing salve [power 608]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 73% cooldown modifier. It can be used to heal 608 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature / +3% darkness See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() dwarven-steel pickaxe 'Emiba' (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Defense: +25 (+4 eff.) Damage when hit (Melee): 10 temporal Changes stats: +2 Str / +10 Dex Changes resistances: +5% physical Changes damage: +36% acid Physical save: +22 (+3 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 57 Changes resistances: +12% nature Changes resistances penetration: +15% nature / +20% mind Changes damage: +6% light / +15% mind It can be used to heal yourself and all friendly characters within 10 spaces for 236 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() extending elven-wood totem of healing [power 410] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() dragonbone totem of healing 'Blackfoe' [power 560] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 88% * 24% chance to reduce damage dealt by 46% Changes stats: +6 Cun / +9 Wil Changes resistances: +12% acid / +21% fire / +12% mind Changes resistances penetration: +20% mind Changes damage: +21% darkness Infravision radius: +4 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical power: +30 (+5 eff.) Damage when hit (Melee): 6 darkness Changes resistances: +5% physical Changes resistances penetration: +25% darkness / +10% fire Changes damage: +15% mind / +6% fire Critical mult.: +15.00% Only die when reaching: -81.86 life Maximum stamina: +20.00 It can be used to sting an enemy dealing 392 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 64. Natural totems are made by powerful wilders to store nature power. |
![]() soothing elven-wood wand of shielding [power 434] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 94. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() supercharged dragonbone wand of clairvoyance [power 18] (19 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you, dispelling darkness (radius 18, power 97 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
By IdCheat3 the Cornac Adventurer level 59
16th Haze 122nd year of Ascendancy at 00:23 see stats
By IdCheat3 the Cornac Adventurer level 49
75th Dusk 122nd year of Ascendancy at 12:09 see stats
By IdCheat3 the Cornac Adventurer level 30
33rd Dusk 122nd year of Ascendancy at 17:26 see stats
By IdCheat3 the Cornac Adventurer level 34
44th Dusk 122nd year of Ascendancy at 09:04 see stats
By IdCheat3 the Cornac Adventurer level 22
18th Dusk 122nd year of Ascendancy at 22:34 see stats
By IdCheat3 the Cornac Adventurer level 18
10th Flare 122nd year of Ascendancy at 20:35 see stats
By IdCheat3 the Cornac Adventurer level 30
32nd Dusk 122nd year of Ascendancy at 08:48 see stats
By IdCheat3 the Cornac Adventurer level 39
55th Dusk 122nd year of Ascendancy at 09:05 see stats
By IdCheat3 the Cornac Adventurer level 46
71st Dusk 122nd year of Ascendancy at 17:59 see stats
By IdCheat3 the Cornac Adventurer level 55
5th Haze 122nd year of Ascendancy at 18:30 see stats
By IdCheat3 the Cornac Adventurer level 61
21st Haze 122nd year of Ascendancy at 09:14 see stats
By IdCheat3 the Cornac Adventurer level 70
42nd Haze 122nd year of Ascendancy at 13:49 see stats
By IdCheat3 the Cornac Adventurer level 34
42nd Dusk 122nd year of Ascendancy at 11:52 see stats
By IdCheat3 the Cornac Adventurer level 10
1st Summertide 122nd year of Ascendancy at 00:58 see stats
By IdCheat3 the Cornac Adventurer level 20
1st Dusk 122nd year of Ascendancy at 23:58 see stats
By IdCheat3 the Cornac Adventurer level 30
31st Dusk 122nd year of Ascendancy at 20:25 see stats
By IdCheat3 the Cornac Adventurer level 40
56th Dusk 122nd year of Ascendancy at 22:49 see stats
By IdCheat3 the Cornac Adventurer level 50
77th Dusk 122nd year of Ascendancy at 07:05 see stats
By IdCheat3 the Cornac Adventurer level 53
1st Haze 122nd year of Ascendancy at 15:37 see stats
By IdCheat3 the Cornac Adventurer level 35
46th Dusk 122nd year of Ascendancy at 11:39 see stats
By IdCheat3 the Cornac Adventurer level 16
6th Flare 122nd year of Ascendancy at 08:05 see stats
By IdCheat3 the Cornac Adventurer level 32
38th Dusk 122nd year of Ascendancy at 06:21 see stats
By IdCheat3 the Cornac Adventurer level 45
67th Dusk 122nd year of Ascendancy at 18:00 see stats
By IdCheat3 the Cornac Adventurer level 22
20th Dusk 122nd year of Ascendancy at 19:34 see stats
By IdCheat3 the Cornac Adventurer level 12
1st Flare 122nd year of Ascendancy at 10:16 see stats
Log
IdCheat3 picks up (b.): shielding rune (absorb 462; dur 8; cd 18).
IdCheat3 picks up ( .): jade.
IdCheat3 picks up (L.): Fulileg (209% power, 6 apr).
IdCheat3 picks up (F.): blazebringer's dwarven-steel greatsword of massacre (206% power, 2 apr).
IdCheat3 picks up ( .): enlightening steel mail armour of acid resistance (2 def, 6 armour).
IdCheat3 picks up ( .): enlightening voratun mail armour (5 def, 10 armour).
IdCheat3 picks up (D.): inquisitor's stralite battleaxe of enduring (200% power, 3 apr).
IdCheat3 picks up ( .): supercharged dragonbone wand of clairvoyance [power 18] (19 cooldown).
There is a next level here (press '' or right click to use).
Ran for 85 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 47th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a ladder to the next level here (press '' or right click to use).
Ran for 87 turns (stop reason: at exit).
There is a ladder to the next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 87 turns (stop reason: at exit).
A psionic shield forms around IdCheat3.