












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Clock addon 1.0.0adds a timer, with energy calculations. Talent Point Planner 1.0.5The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 50 / 1603% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 13 on the 39th Dusk 122nd year of Ascendancy at 01:03 3 / 4Killed by Zubodawe the giant blue ant at level 23 on the 35th Regrowth 123rd year of Ascendancy at 04:01 Killed by orc cryomancer at level 50 on the 2nd Mirth 124th year of Ascendancy at 09:13 Killed by Polura the cold drake hatchling at level 50 on the 3rd Mirth 124th year of Ascendancy at 05:35 |
Primary Stats
| Strength | 59 (base 18) |
| Dexterity | 63 (base 27) |
| Constitution | 39 (base 9) |
| Magic | 95 (base 60) |
| Willpower | 96 (base 60) |
| Cunning | 126 (base 60) |
Resources
| Mana | 334/334 |
| Equilibrium | 18 |
| Life | 1244/1244 |
| Stamina | 392/392 |
| Steam | 100/100 |
| Healing Factor | 2.1681339712919 |
| Regeneration | 86.545853406072 |
Speed
| Mental | +13.73025370343% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | +13.73025370343% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 16 |
| See Stealth | 66.9055790526 |
| See Invisible | 90.9055790526 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 210 |
| Accuracy | 67 |
| Crit Chance | 106% |
| APR | 112 |
| Speed | 0.88 |
Offense: Offhand
| Damage | 210 |
| Accuracy | 67 |
| Crit Chance | 106% |
| APR | 112 |
| Speed | 0.88 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 62% |
| Speed | 0.87927351556575 |
Offense: Mind
| Mindpower | 84 |
| Crit Chance | 86% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +37% |
| Nature | +53% |
| Darkness | +77% |
| Blight | +41% |
| Physical | +37% |
| Mind | +62% |
| All | +26% |
Offense: Damage Penetration
| Darkness | +46% |
| Blight | +15% |
| Physical | +10% |
| Nature | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33 (62.71954674221%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 44 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Light | + 35%( 70%) |
| Nature | + 15%( 70%) |
| Darkness | + 39%( 70%) |
| Physical | + 34%( 70%) |
| Lightning | + 40%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -883 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 246% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 967% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Combat |
| talent | Premonition |
| talent | Shadow Feed |
| talent | Chant of Fortitude |
| talent | Essence of Speed |
| talent | Psiblades |
| talent | Trained Reactions |
| talent | Probability Travel |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target's critical strike damage bonus is increased by 41%. Shadowstrike |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 34.8 and stamina regeneration by 1.2. Soothing Darkness |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 85. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Falodradil (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -18% Changes stats: +4 Dex / +4 Mag / +6 Wil / +6 Cun / +12 Con Changes resistances penetration: +10% physical Changes damage: +21% mind Talent granted: +5 Moss Tread Stealth bonus: +10 Maximum encumbrance: +100 Physical save: +51 (+13 eff.) Mental save: +25 (+6 eff.) Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Bokidulen the Cystprophet =slow dmg red dark pen=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes resistances: +9% darkness Changes resistances penetration: +10% nature / +25% darkness Changes damage: +18% nature / +25% darkness Mental save: +11 (+3 eff.) Light radius: -2 Infravision radius: +10 See stealth: +16 See invisible: +26 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Blackjam' (0 def, 3 armour) =will power=Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +24 (+4 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +12 Str / +12 Wil / +10 Cun Changes resistances: +22% physical Changes resistances penetration: +10% darkness Physical save: +21 (+6 eff.) Mental save: +15 (+4 eff.) Light radius: +2 A cap made of leather. |
| On hands | voratun gauntlets 'Carrionjam' (0 def, 13 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +13 Effects on melee hit: * 22% chance to cause random gloom * Slows global speed by 15% Damage (Melee): 15 acid / 15 physical / 36 darkness / 40 mind Changes resistances: +10% acid Changes resistances penetration: +15% nature Changes damage: +11% acid / +11% physical / +9% nature / +12% darkness Talent granted: +5 Iron Grip Critical mult.: +15.00% Mental save: -5 (-1 eff.) Disarm immunity: +100% Spell crit. chance: +20% Mindpower: +10 (+2 eff.) Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 40.5 - 56.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +8 darkness Burst (radius 1) on hit: +8 darkness / +15 physical Burst (radius 2) on crit: +14 acid / +15 physical / +8 nature It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Aditta (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Changes stats: +3 Cun / +3 Str Changes damage: +9% mind Critical mult.: +10.00% Hate when firing a critical mind attack: +4.00 Mindpower: +10 (+2 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +4 Cun / +5 Mag Changes damage: +15% blight / +5% all Life regen: +1.30 Mana each turn: +0.24 Maximum life: +63.00 Maximum vim: +20.00 Spellpower: +17 (+5 eff.) Spell crit. chance: +1% Mindpower: +9 (+2 eff.) Healing mod.: +17% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +19% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets can have magical properties. |
| In main hand | living mindstar 'Dawnspike' (17-18.7 power, 78 apr, mind damage) =immortality=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. The set is complete. Base power: 17.0 - 18.7 Uses stats: 95% Wil, 50% Mag, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * 17% chance to corrode armour by 30% * Slows global speed by 17% * flashes light on your target dealing 104 damage Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +0 acid blind When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +12% light Changes damage: +3% mind Critical mult.: +15.00% Hate when firing a critical mind attack: +10.00 Maximum hate: +50.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Light radius: +3 Life leech chance: +43% Life leech: +40% 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. |
| Around waist | Yvyyanor Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Defense: +10 (+3 eff.) Changes stats: +2 Str / +6 Dex / +2 Mag / +11 Cun Reduced damage from: +39% Summoned Critical mult.: +10.00% Physical save: +13 (+4 eff.) Life regen: +3.60 Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Infravision radius: +3 Healing mod.: +29% Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | living mindstar 'Dawnspike' (17-18.7 power, 78 apr, mind damage) =immortality=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. The set is complete. Base power: 17.0 - 18.7 Uses stats: 95% Wil, 50% Mag, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * 17% chance to corrode armour by 30% * Slows global speed by 17% * flashes light on your target dealing 99 damage Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +0 nature slow When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +12% light Changes damage: +3% mind Critical mult.: +15.00% Hate when firing a critical mind attack: +10.00 Maximum hate: +50.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Light radius: +3 Life leech chance: +43% Life leech: +40% 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. |
| Cloak | cashmere cloak 'Polygarin' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% darkness / +30% lightning Changes resistances penetration: +11% darkness / +15% blight Changes damage: +14% darkness Critical mult.: +25.00% Stealth bonus: +16 Spell save: +6 (+2 eff.) Stun/Freeze immunity: +50% Maximum mana: +80.00 Spellpower: +4 (+1 eff.) Mindpower: +18 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Armour Hardiness: +0% Defense: +14 (+5 eff.) Fatigue: +0% Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +18 Cun / +10 Con When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
medical injector implant (efficiency 165% / cooldown 54%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 168% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 14%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 250)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+15 for 11 turns, die at -716)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. While Heroism is active, you will only die when reaching -716 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+15 for 9 turns, die at -567)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -567 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+11 for 9 turns, die at -323)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -323 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (653% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (806% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 806% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (800% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 800% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (857% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 857% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (565% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (866% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 866% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 391 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (534.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Inflicts 672.84 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Lightning Coil Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Viral Injector 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
BarerolachInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * 10 arcane resource burn Changes resistances: +13% lightning / +6% temporal / +18% darkness Disease immunity: +10% Stun/Freeze immunity: +27% Amulets can have magical properties. |
Bleakreign the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances penetration: +20% darkness / +25% mind Hate when firing a critical mind attack: +3.00 Maximum psi: +50.00 Mental crit. chance: +7% Amulets can have magical properties. |
Branorek the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Changes resistances: +15% mind / +12% acid Changes resistances penetration: +20% acid / +5% mind Changes damage: +6% acid / +9% mind Critical mult.: +12.00% Amulets can have magical properties. |
Daywitch =slow blind nature=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +5 Lck Changes resistances: +6% nature Changes damage: +27% nature / +12% light Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Duatheltrencher the steel amuletInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Armour: +4 Changes stats: +4 Cun / +3 Con Changes resistances: +12% nature / +12% blight Changes damage: +3% darkness Poison immunity: +22% Disease immunity: +28% Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Galewild the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 temporal Changes stats: +3 Mag Changes resistances: +6% lightning / +15% temporal Changes resistances penetration: +15% lightning Changes damage: +6% acid / +6% fire / +6% cold / +27% lightning Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Salawe the ShimmerripInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Dex Changes resistances: +6% blight / +12% cold / +3% light / +5% arcane Spell save: +36 (+12 eff.) Amulets can have magical properties. |
Vorivea the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +4 Wil / +2 Mag Changes resistances penetration: +10% arcane Spell save: +6 (+2 eff.) Blindness immunity: +22% Mana when firing critical spell: +2.00 Maximum mana: +80.00 Infravision radius: +7 Sight radius: +2 See invisible: +11 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Xidheth the voratun amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +12 Fatigue: -4% Damage (Melee): 11 light / 6 darkness Effects when hit in melee: * 7% chance to blind * 14% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind Changes stats: +2 Str / +3 Mag / +4 Wil Changes damage: +12% light / +12% darkness Critical mult.: +15.00% Mental save: +9 (+2 eff.) Confusion immunity: +23% Mindpower: +15 (+3 eff.) See invisible: +9 Amulets can have magical properties. |
ZitarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +3 Mag Changes resistances: +5% arcane Changes resistances penetration: +20% blight Changes damage: +12% arcane / +3% blight Amulets can have magical properties. |
copper amulet 'Sunhunger'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 blight Changes resistances: +6% blight Changes damage: +27% blight Teleport immunity: +50% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
enraging voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes damage: +8% blight / +12% fire / +8% physical Critical mult.: +12.00% Spellpower: +11 (+3 eff.) Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Ce'Nisenor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Wil Changes resistances: +22% lightning Mental save: +9 (+2 eff.) Stun/Freeze immunity: +38% Stamina each turn: +0.60 Mindpower: +12 (+3 eff.) Mental crit. chance: +3% Healing mod.: +15% Amulets can have magical properties. |
restful copper amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes damage: +6% blight / +5% fire Critical mult.: +11.00% Life regen: +1.10 Spellpower: +5 (+2 eff.) Amulets can have magical properties. |
starlit voratun amulet of mastery (0.38 Cunning / Shadow magic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% light / +19% darkness Talent mastery: +0.38 Cunning / Shadow magic Blindness immunity: +34% Amulets can have magical properties. |
steel amulet 'Vorutira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% cold / +17% mind / +9% temporal Reduces incoming crit damage: 15.00% Physical save: +20 (+5 eff.) Mental save: +30 (+7 eff.) Disease immunity: +25% Confusion immunity: +27% Knockback immunity: +10% Amulets can have magical properties. |
steel amulet 'Xanytira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +5 Dex / +2 Mag / +6 Wil / +2 Cun / +7 Con Changes resistances: +13% mind Confusion immunity: +22% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's stralite amulet of perfection (0.25 Spell / Phantasm,0.25 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +9 Dex / +7 Cun / +5 Con Talent masteries: +0.25 Spell / Phantasm +0.25 Technique / Combat training Life regen: +0.80 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
AdenaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +12% temporal Critical mult.: +20.00% Mental save: +30 (+7 eff.) Equilibrium when hit: +0.08 Spellpower: +9 (+3 eff.) Mental crit. chance: +7% Rings can have magical properties. |
BelurionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +5 Wil / +6 Cun / +5 Con Changes resistances penetration: +15% mind Changes damage: +6% acid Mental save: +6 (+1 eff.) Rings can have magical properties. |
Blindwinnow the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +15% mind Changes damage: +9% darkness Grants telepathy: Humanoid/Orc All Stun/Freeze immunity: +30% Life regen: +1.00 Maximum psi: +50.00 Rings can have magical properties. |
Coalpiercer the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight / 8 darkness Changes stats: +2 Mag Changes resistances: +6% blight Changes resistances penetration: +25% blight Spell save: +4 (+1 eff.) Rings can have magical properties. |
Daimydir the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Dex Changes resistances: +20% lightning / +22% fire Changes damage: +10% lightning / +11% fire Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +25% Maximum life: +28.00 Infravision radius: +1 Rings can have magical properties. |
DarkwolfInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +3 Con Changes resistances penetration: +5% darkness Spell save: +18 (+6 eff.) Mental save: +18 (+4 eff.) Confusion immunity: +43% Life regen: +2.00 Equilibrium when hit: +0.08 Maximum life: +100.00 Maximum stamina: +27.00 Maximum psi: +20.00 Mental crit. chance: +3% Healing mod.: +30% Rings can have magical properties. |
Elilaith the Moldsweeper =nature slow=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature / 12 fire Changes resistances: +5% arcane / +9% fire Changes resistances penetration: +25% nature Changes damage: +15% nature Silence immunity: +44% Mana each turn: +0.34 Rings can have magical properties. |
FlashstoneCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +4 Str / +3 Dex / +4 Cun Changes resistances: +12% fire Changes damage: +15% mind Reduces incoming crit damage: 15.00% Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +26.00 Light radius: +2 See invisible: +9 Rings can have magical properties. |
GleambreakPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +14 (+5 eff.) Damage when hit (Melee): 4 light Changes stats: +15 Cun / +8 Dex Changes resistances: +34% darkness / +9% light Changes damage: +17% darkness Mana each turn: +0.04 Vim when firing critical spell: +1.00 Spell crit. chance: +3% Rings can have magical properties. |
Haravon the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% mind Changes resistances penetration: +10% blight Critical mult.: +25.00% Spell save: +12 (+4 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +30% Mana each turn: +0.16 Damage Shield penetration: +40% Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 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: 2.0 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, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Stormraider the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes stats: +6 Con Changes resistances: +15% darkness / +12% lightning Changes damage: +6% lightning Physical save: +12 (+3 eff.) Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 24.73 cold and 26.89 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gold ring 'Nightbane'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Changes resistances: +1% physical Changes resistances penetration: +15% darkness Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +29% Pinning immunity: +15% Spellpower: +8 (+2 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
mule's gold ring of the mind (+13%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +13% mind Changes damage: +13% mind Maximum encumbrance: +25 Rings can have magical properties. |
mule's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 18% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 28 light Maximum encumbrance: +21 Rings can have magical properties. |
mule's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 18% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 28 light Maximum encumbrance: +21 Rings can have magical properties. |
solipsist's gold ring of nature (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +26% nature Changes damage: +13% nature Mindpower: +7 (+2 eff.) Rings can have magical properties. |
steel ring 'Keregoroddastir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +12% acid / +9% mind Changes damage: +6% mind / +24% acid Rings can have magical properties. |
steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
stralite ring 'Urtholevon'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +7 Physical power: +22 (+4 eff.) Changes stats: +11 Str / +6 Con Changes resistances: +7% nature / +9% blight Changes damage: +5% all Poison immunity: +18% Disease immunity: +19% Maximum stamina: +10.00 Spellpower: +6 (+2 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
wizard's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.chilling iron dagger of crippling (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +8 cold When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling iron dagger of ruin (11-14.3 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 cold When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Critical mult.: +10.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Coaltrencher the voratun longsword (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 100% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% When wielded/worn: Armour: +12 Effects on melee hit: * 47% chance to inflict 15% damage reduction Damage when hit (Melee): 16 acid Changes stats: +5 Str / +6 Dex Changes resistances: +2% physical Changes resistances penetration: +15% acid Changes damage: +15% physical Life regen: +2.40 Infravision radius: +3 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun steamsaw of erosion (40.5-60.75 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +105 Damage (Melee): +20 nature / +15 temporal Burst (radius 1) on hit: +19 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Talent granted: +3 Block 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! |
Brightblur =blind heal=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Effects on melee hit: * 30% chance to blind Changes stats: +3 Con Changes resistances: +7% fire / +3% light / +9% cold Only die when reaching: -60.00 life Healing mod.: +10% A belt that goes around your waist. |
Eilinogata the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +17 (+6 eff.) Changes resistances: +2% physical Changes damage: +12% physical Critical mult.: +12.00% Stealth bonus: +11 Only die when reaching: -60.00 life Mindpower: +4 (+1 eff.) Slows Projectiles: +0% A belt that goes around your waist. |
Glintripper =dark blind=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes resistances: +10% light / +10% darkness Changes resistances penetration: +10% light Changes damage: +21% darkness / +6% light Light radius: +3 A belt that goes around your waist. |
Deepsbolt the linen cloak (1 def, 0 armour) =slow numb=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes stats: +2 Str / +2 Con Changes resistances: +0% lightning / +6% temporal / +3% darkness / +3% cold / +3% nature Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Poluribeth the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes stats: +3 Cun Changes resistances: +12% blight Changes damage: +15% mind Stealth bonus: +0 Psi when hit: +0.20 Spellpower: +5 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rainmonster (0 def, 10 armour) =slow acid=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature / 20 acid Changes resistances: +12% nature Changes damage: +27% acid Infravision radius: +3 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent 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 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Stealth bonus: +0 Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
This item will automatically be transmogrified when you leave the level.Ulidunamnir (0 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -5% Changes stats: +6 Cun / +6 Con Changes resistances: +12% acid / +3% physical / +9% cold Grants telepathy: Demon/Minor Demon/Major Physical save: +25 (+7 eff.) Mental save: +44 (+11 eff.) Cut immunity: +5% Silence immunity: +10% Stamina each turn: +0.90 Hate when firing a critical mind attack: +2.00 Maximum life: +51.00 Infravision radius: +3 Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +30 A pair of boots made of leather. |
pair of drakeskin leather boots 'Belyriata' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +3 Str / +5 Wil / +7 Cun / +5 Con Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +15% darkness / +20% temporal Stealth bonus: +0 Physical save: +24 (+6 eff.) Mental save: +21 (+5 eff.) Silence immunity: +50% Confusion immunity: +48% Stun/Freeze immunity: +48% Infravision radius: +2 Defense after a teleport: +27 Resist all after a teleport: +19% New effects duration reduction after a teleport: +18% A pair of boots made of leather. |
pair of drakeskin leather boots 'Cystvice' (9 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +9 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +5 Mag Changes resistances penetration: +15% arcane Changes damage: +6% nature Spell save: +8 (+2 eff.) Mental save: +3 (+1 eff.) Cut immunity: +15% Silence immunity: +49% Confusion immunity: +50% Stun/Freeze immunity: +50% Knockback immunity: +10% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
pair of dwarven-steel boots 'Skypride' (4 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +3 Con / +3 Wil Changes resistances: +6% lightning Changes resistances penetration: +5% mind / +5% physical Stealth bonus: +0 Mindpower: +5 (+1 eff.) Infravision radius: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of void walking (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +5 Con Changes resistances: +21% darkness / +13% temporal Changes resistances penetration: +18% darkness / +16% temporal Physical save: +22 (+6 eff.) Mental save: +19 (+5 eff.) Defense after a teleport: +21 Resist all after a teleport: +15% New effects duration reduction after a teleport: +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Unlightbearer the drakeskin leather gloves (0 def, 3 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 23% chance to cause random gloom * 15% chance to corrode armour by 30% Damage (Melee): 35 mind / 40 darkness Changes resistances: +32% darkness / +26% blight / +12% light / +6% nature / +40% arcane Damage affinity(heal): +21% nature Talent mastery: +0.40 Wild-gift / Antimagic Spell save: +37 (+12 eff.) Mental save: -11 (-3 eff.) Mindpower: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon crits: Call of the Ooze (40% chance level 4). On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 2) on crit: +4 acid It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Shinestriker' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +9 Damage (Melee): 19 light / 17 arcane Damage when hit (Melee): 12 light / 8 blight Changes stats: +8 Mag / +10 Wil Changes resistances: +15% light / +10% arcane Changes damage: +6% blight / +10% light / +3% arcane Physical save: +10 (+3 eff.) Mental save: +25 (+6 eff.) Disarm immunity: +43% Maximum life: +75.00 When used to modify unarmed attacks: Base power: 40.5 - 56.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 35% chance to blind Damage (Melee): +8 blight / +17 arcane Burst (radius 2) on crit: +12 light It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Natha the Fogbreaker (7 def, 13 armour) =maybe=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +9 Str / +8 Dex / +0 Cun Changes resistances: +20% cold / +3% darkness / +6% all Changes resistances penetration: +15% mind Changes damage: +6% darkness Allows you to breathe in: water Critical mult.: +10.00% Physical save: +13 (+4 eff.) Mental save: +0 (+0 eff.) Maximum hate: +4.00 A cap made of leather. |
Glorita (0 def, 8 armour) =con=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes stats: +0 Cun / +8 Con Changes damage: +9% blight Mental save: +0 (+0 eff.) Maximum mana: +60.00 Spellpower: +10 (+3 eff.) Light radius: +3 Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorynor the Satyrrebel (0 def, 3 armour) =nature slow=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +0 Cun Changes resistances: +15% light / +19% darkness Changes resistances penetration: +25% nature / +20% darkness Changes damage: +18% nature Mental save: +0 (+0 eff.) A hat made of leather. Very stylish. |
Nimbus of Enlightenment (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-6 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
drakeskin leather cap 'Barkwoe' (0 def, 5 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes resistances: +12% blight / +15% nature / +9% mind Changes damage: +6% nature / +6% mind A cap made of leather. |
dwarven-steel helm 'Shadowserpent' (6 def, 10 armour) =water=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Changes resistances: +6% lightning / +6% temporal / +8% fire / +18% cold / +4% all Changes damage: +15% darkness Allows you to breathe in: water Physical save: +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Barosaran' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +0 Cun / +8 Con Changes resistances: +1% physical / +37% darkness / +6% temporal Changes damage: +11% acid / +19% darkness / +15% lightning / +13% fire / +28% arcane / +13% cold Physical save: +6 (+2 eff.) Mental save: +0 (+0 eff.) Silence immunity: +15% Pinning immunity: +15% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Medical Urgency Vest (6 def, 7 armour) =no CD on equiping=Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +0 Con Talent granted: +1 Medical Urgency Vest Physical save: +15 (+4 eff.) This light leather armour features a special medical injector. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour 'Layekira' (5 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +18 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +3 Dex / +3 Con Changes resistances: +15% blight / +9% light / +9% lightning Critical mult.: +34.00% Cut immunity: +15% Confusion immunity: +15% Pinning immunity: +25% Knockback immunity: +30% Teleport immunity: +15% Mental crit. chance: +3% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of lightning resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Wil Changes resistances: +27% lightning Mental save: +25 (+6 eff.) A suit of armour made of leather. |
1977 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 350.61 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Stormidol (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Fatigue: -8% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Cun / +2 Str Changes resistances: +11% darkness Changes resistances penetration: +10% physical Changes damage: +9% physical Damage affinity(heal): +15% darkness Physical save: +18 (+5 eff.) Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
HettoroddathelPowered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Changes stats: +6 Mag Physical save: +13 (+4 eff.) Blindness immunity: +49% Poison immunity: +10% Disease immunity: +15% Disarm immunity: +15% Confusion immunity: +47% Spellpower: +15 (+4 eff.) Light radius: +12 See stealth: +21 See invisible: +23 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 63 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp 'Dawnbreaker'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +9% blight / +9% lightning / +12% darkness / +15% acid Changes resistances penetration: +25% light Changes damage: +0% darkness Physical save: +11 (+3 eff.) Confusion immunity: +10% Light radius: +3 Infravision radius: +0 See invisible: +0 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused 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. |
16 bloodstone0.00 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. |
11 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 617.40 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 887.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 37] amazing fiery salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 168% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (37% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 37] amazing frost salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 168% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (37% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 539] amazing healing salve [power 539]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 168% efficiency and 50% cooldown modifier. It can be used to heal 539, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 472] amazing pain suppressor salve [power 472]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 168% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -472 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 150] amazing unstoppable force salve [power 150]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 168% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 150 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 37] amazing water salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 168% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (37% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power! |
great fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
voratun grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
voratun viral needlegunPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
well-made viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
Blazesting the voratun torque of psychoportation [power 60] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 38% chance to blind Damage when hit (Melee): 4 light Changes resistances: +12% acid / +3% light Changes resistances penetration: +15% acid / +10% arcane Changes damage: +3% light / +12% blight Talent cooldown: Silence (-2 turns) Talent granted: +7 Silence It can be used to teleport randomly (rad 60), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Duathelbreak the dwarven-steel torque of charged psionic shield [power 93] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +25% acid Changes damage: +21% acid / +9% darkness Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Turukaltholar the voratun torque of mindblast [power 313] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Changes resistances: +9% blight / +6% cold / +3% light Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence Life regen: +1.00 It can be used to fire a blast of psionic energies in a range 9 beam dealing 197.19 to 394.38 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
Fuladunasta [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +3 Dex Changes resistances: +3% physical Changes resistances penetration: +15% physical Stamina each turn: +0.60 Healing mod.: +20% It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
This item will automatically be transmogrified when you leave the level.dragonbone wand of firewall 'Muckwasp' [power 365] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 47% Changes stats: +7 Wil Changes resistances: +7% arcane / +27% fire Changes damage: +9% nature Talent cooldown: Strike (-1 turn) Talent granted: +5 Strike Mana when firing critical spell: +5.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +9% It can be used to creates a wall of flames lasting 4 turns (dealing 460 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
14 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Toind the Cornac Shadowblade level 39
65th Dusk 123rd year of Ascendancy at 01:45 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Toind the Cornac Shadowblade level 50
39th Regrowth 124th year of Ascendancy at 08:25 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Toind the Cornac Shadowblade level 39
62nd Dusk 123rd year of Ascendancy at 21:54 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Toind the Cornac Shadowblade level 44
19th Haze 123rd year of Ascendancy at 10:53 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Toind the Cornac Shadowblade level 43
15th Haze 123rd year of Ascendancy at 16:55 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Toind the Cornac Shadowblade level 8
8th Dusk 122nd year of Ascendancy at 16:14 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Toind the Cornac Shadowblade level 42
12nd Haze 123rd year of Ascendancy at 08:51 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Toind the Cornac Shadowblade level 49
10th Decay 123rd year of Ascendancy at 22:11 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Toind the Cornac Shadowblade level 38
60th Dusk 123rd year of Ascendancy at 10:21 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Toind the Cornac Shadowblade level 24
76th Regrowth 123rd year of Ascendancy at 21:43 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Toind the Cornac Shadowblade level 39
74th Dusk 123rd year of Ascendancy at 17:56 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Toind the Cornac Shadowblade level 50
37th Pyre 124th year of Ascendancy at 05:04 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Toind the Cornac Shadowblade level 50
69th Pyre 124th year of Ascendancy at 10:53 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Toind the Cornac Shadowblade level 40
7th Haze 123rd year of Ascendancy at 14:08 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Toind the Cornac Shadowblade level 27
64th Pyre 123rd year of Ascendancy at 04:45 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Toind the Cornac Shadowblade level 10
18th Dusk 122nd year of Ascendancy at 08:52 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Toind the Cornac Shadowblade level 20
9th Allure 123rd year of Ascendancy at 00:23 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Toind the Cornac Shadowblade level 30
7th Dusk 123rd year of Ascendancy at 06:53 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Toind the Cornac Shadowblade level 40
74th Dusk 123rd year of Ascendancy at 17:56 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Toind the Cornac Shadowblade level 50
10th Decay 123rd year of Ascendancy at 22:11 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Toind the Cornac Shadowblade level 50
35th Pyre 124th year of Ascendancy at 02:06 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Toind the Cornac Shadowblade level 50
51st Regrowth 124th year of Ascendancy at 14:54 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Toind the Cornac Shadowblade level 18
35th Haze 122nd year of Ascendancy at 22:14 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Toind the Cornac Shadowblade level 41
9th Haze 123rd year of Ascendancy at 16:48 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Toind the Cornac Shadowblade level 44
18th Haze 123rd year of Ascendancy at 10:42 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Toind the Cornac Shadowblade level 32
23rd Dusk 123rd year of Ascendancy at 21:19 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Toind the Cornac Shadowblade level 42
12nd Haze 123rd year of Ascendancy at 14:16 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Toind the Cornac Shadowblade level 29
6th Dusk 123rd year of Ascendancy at 21:40 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Toind the Cornac Shadowblade level 10
19th Dusk 122nd year of Ascendancy at 04:40 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Toind the Cornac Shadowblade level 50
35th Pyre 124th year of Ascendancy at 09:22 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Toind the Cornac Shadowblade level 50
35th Regrowth 124th year of Ascendancy at 21:05 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Toind the Cornac Shadowblade level 15
58th Dusk 122nd year of Ascendancy at 16:50 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Toind the Cornac Shadowblade level 46
46th Haze 123rd year of Ascendancy at 17:01 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Toind the Cornac Shadowblade level 21
19th Regrowth 123rd year of Ascendancy at 08:08 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Toind the Cornac Shadowblade level 29
6th Mirth 123rd year of Ascendancy at 22:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Toind the Cornac Shadowblade level 18
67th Dusk 122nd year of Ascendancy at 13:04 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Toind the Cornac Shadowblade level 38
61st Dusk 123rd year of Ascendancy at 15:33 see stats
Log
Talent Flurry is ready to use.
Talent Psiblades is ready to use.
Toind activates Psiblades.
Toind deactivates Stealth.
Talent Blade Flurry is ready to use.
Talent Vitality is ready to use.
Talent Infusion: Movement is ready to use.
Talent Chant of Fortitude is ready to use.
Toind activates Chant of Fortitude.
Talent Time Shield is ready to use.
Talent Stealth is ready to use.
Toind activates Stealth.
Talent Blinding Speed is ready to use.
Talent Probability Travel is ready to use.
Talent Relentless Pursuit is ready to use.
Rested for 65 turns (stop reason: all resources and life at maximum).
Toind activates Probability Travel.
Toind deactivates Stealth.
Ran for 2 turns (stop reason: interesting character).
Toind deactivates Shadow Combat.
Toind deactivates Psiblades.
Toind deactivates Essence of Speed.
Toind deactivates Shadow Feed.
Toind deactivates Trained Reactions.
Toind deactivates Chant of Fortitude.
Toind deactivates Probability Travel.
Toind deactivates Premonition.




















































































































































































