















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Quick Tour of Maj'Eyal 1.7.2Gives you the Quick Tour version of the Age of Ascendency campaign. Similar to Quickband for Angband. Shortens the Majeyal campaign by turning a lot of 3 level dungeons into 1 level dungeons, and 4 level dungeons into 2 level dungeons. Also gives around 2.5x XP & gold to compensate. Dreadfell goes from 9->5 levels, High Peak from 10->4. Adds 2 swap meet vendors to let you roll for extra level-appropriate items. One in Last Hope (Dala), and one in Gates of the Morning (the NPC that gives the Spider quest, after finishing that quest). Adds tab to the Game Options Menu to customize many options: including xp & gold multiplier, swap meet vendor prices & quality, and which levels to cut out of which zones (in nauseating detail). Character progression is intended to match that of regular play. In normal difficulty, you should reach T2 dungeons around lvl 10, the Master around lvl 30, and High Peak around lvl 50. The mod is still in alpha. Let me know of any bugs or balance issues. ---- New version (0.1.0) adds: Randomized mode: in this mode, the addon randomly adds back some of the missing levels so that every run is different. Select "Maj'Eyal: AoA (Random)" campaign at character creation for this mode. This mode will automatically calculate gold & xp multipliers to try to keep your progression balanced (which you can further tweak in the Game Options). Proportionally increased drops from elites & randbosses. Intended to further match progression of normal play. T1 dungeons can be now ransacked by other adventurers. Every time you enter a T1 dungeon, there's a 50% chance, another T1 dungeon is ransacked by other adventurers. You're not the only one looking to make their way in the world. (This feature is intended to force you to move onto T2 without doing all the T1 dungeons so that your starts aren't always going through the same zones. Note if you don't like this feature, you can turn it off in the Game Options.) Superloads: Overloads: Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Improved player targetting 1.2.0Player's targetting improvements. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 7144% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 32 (base 16) |
| Dexterity | 60 (base 39) |
| Constitution | 63 (base 49) |
| Magic | 28 (base 17) |
| Willpower | 164.62857625683 (base 60) |
| Cunning | 160.60816464481 (base 66) |
Resources
| Hate | 30/114 |
| Equilibrium | 78 |
| Life | 1240/1240 |
| Steam | 100/100 |
| Stamina | 645/645 |
| Psi | 811/811 |
| Healing Factor | 1.5146192134509 |
| Regeneration | 325.28562473054 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +138.64505596408% |
Vision
| Sight | 10 |
| Lite | 16 |
| See Stealth | 35 |
| See Invisible | 37 |
Offense: Mainhand
| Damage | 183 |
| Accuracy | 96 |
| Crit Chance | 67% |
| APR | 73 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 211 |
| Accuracy | 96 |
| Crit Chance | 66% |
| APR | 100 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16.5 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 142 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +55% |
| Light | +36% |
| Mind | +50% |
| Nature | +32% |
| Physical | +32% |
| Fire | +17% |
| All | +7% |
Offense: Damage Penetration
| Fire | +40% |
| All | +20% |
| Physical | +30% |
| Mind | +94% |
| Nature | +45% |
Defense: Base
| Armour (hardiness) | 54 (54.823135475018%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 82.305 |
| Spell Save | 85.82 |
| Mental Save | 91 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 60%( 70%) |
| Cold | + 56%( 70%) |
| All | + 38%( 70%) |
| Physical | + 49%( 70%) |
| Lightning | + 66%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 47%( 70%) |
| Mind | + 66%( 70%) |
| Darkness | + 60%( 70%) |
| Fire | + 65%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 95% |
| Poison Resistance | 71% |
| Blind Resistance | 90% |
| Disarm Resistance | 100% |
| Bleed Resistance | 41% |
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 875 life over 5 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 53%. |
Class Talents
| Psionic / Absorption | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Oozing blades | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Tireless Combatant | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Psionic / Solipsism | 1.10 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.10 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thermal Shield |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| talent | Embedded Restoration Systems |
| talent | Pace Yourself |
| talent | Kinetic Shield |
| talent | Automated Cloak Tessellation |
| talent | Elemental Harmony |
| talent | Gloom |
| talent | Deflection |
| talent | Beyond the Flesh |
| beneficial effect | A flow of life spins around the target, regenerating 174.95 life per turn. Regeneration |
| beneficial effect | You lay mucus where you walk. Mucus |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+31% global speed). Clarity |
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 |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | 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 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Gloregath the black crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 3 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Infested Ruins. Escort: lost tinker (level 1 of Infested Ruins)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by Zubidama the cold drake. Escort: lost warrior (level 3 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved talent Mind Sear (+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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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. | active |
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. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 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. | done |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Frigidire the pulsing mindstar (13-14 power, 62 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 178 damage Damage (radius 2) on crit: +16 cold When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +5 Str Changes damage: +12% mind Talent granted: +1 Attune Mindstar Critical mult.: +36.07% Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mindpower: +68 (+8 eff.) Mental crit. chance: +4% See invisible: +12 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 125% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Talent granted: +5 Iron Grip Spell save: +15 (+1 eff.) Disarm immunity: +100% Maximum life: +100.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 258.94 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Light source | lantarn sugoi Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 20% Changes resistances: +3% acid / +9% light / +3% all Changes damage: +20% light / +3% physical Spell save: +14 (+1 eff.) Mental save: +37 (+7 eff.) Stamina each turn: +3.55 Mindpower: +24 (+3 eff.) Mental crit. chance: +24% Light radius: +10 See stealth: +35 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Erelesachak' (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +26 Cun / +13 Wil Changes resistances: +36% acid / +3% physical / +9% light / +6% blight / +14% fire / +14% cold Changes damage: +20% acid Critical mult.: +5.00% Mental save: +12 (+2 eff.) Mindpower: +12 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
| On feet | Gloryta the Searquencher (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 6 temporal Changes stats: +11 Wil Changes resistances penetration: +34% mind / +20% fire Changes damage: +9% acid / +12% mind Critical mult.: +27.06% Physical save: +9 (+1 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Life regen: +7.00 Psi when hit: +0.40 Healing mod.: +17% A pair of boots made of leather. |
| Tool | The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 94% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+1 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 4.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| On fingers | voratun ring 'Noonfear'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Armour: +8 Effects on melee hit: * 24% chance to slow global speed by 94% Changes stats: +10 Cun / +10 Dex Changes resistances: +13% blight / +5% arcane / +15% nature / +38% acid Changes damage: +19% acid Poison immunity: +30% Disease immunity: +30% Stun/Freeze immunity: +50% Life regen: +8.00 Light radius: +3 Rings make your fingers look great! |
| Around neck | Morningjeer the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +18 Changes stats: +10 Cun / +6 Wil Changes resistances: +30% light / +21% darkness / +9% nature Changes damage: +9% light / +9% mind Critical mult.: +34.00% Mental save: +15 (+3 eff.) Blindness immunity: +49% Confusion immunity: +25% Equilibrium when hit: +0.04 Mindpower: +15 (+1 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
| In main hand | Amethyst of Sanctuary (15-16 power, 51 apr, mind damage) Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +51 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 177 damage When wielded/worn: Changes stats: +15 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Critical mult.: +15.00% Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +27 (+3 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Core of the Forge (24-26 power, 78 apr, dreamforge damage) Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 114% Wil, 38% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 176 damage When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +8 Cun / +11 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Critical mult.: +15.00% Mindpower: +30 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 5.4 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 130.86 mind damage, 102.07 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 12.28 mind and 9.58 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
| Cloak | elven-silk cloak 'Monaristir' (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+6 eff.) Physical crit. chance: +6.0% Physical power: +41 (+8 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +4 Con Changes resistances: +30% lightning Changes resistances penetration: +30% mind Changes damage: +12% physical Critical mult.: +27.06% Stun/Freeze immunity: +50% Only die when reaching: -100.00 life Maximum life: +102.00 Maximum stamina: +26.00 Maximum hate: +10.00 Mindpower: +30 (+3 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 | Crimson Robe (12 def, 10 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Wil / +10 Cun Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Reduces incoming crit damage: 35.00% Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
medical injector implant (efficiency 80% / cooldown 58%)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 80% efficiency and cooldown mod of 58%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.medical injector implant (efficiency 168% / cooldown 87%) 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 87%. 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 291% / cooldown 73%)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 291% efficiency and cooldown mod of 73%. 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.. |
steam generator implant (steam 4)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: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 22 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 9)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: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 25)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: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 24.7 steam per turn. Can be activated for an instant burst of 123 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 16)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: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 78 steam. 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.. |
steam generator implant of the titan (steam 11)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: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 229.33 physical damage and 458.66 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the titan (heal 684; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 684 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 275; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 240 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
5 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
14 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection FieldRequires: - 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. |
6 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: HeadlampRequires: - 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. |
4 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - 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. |
4 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Power DistributorRequires: - 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. |
8 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Adoriawen the GlitterwitherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 20% Damage when hit (Melee): 10 light Changes resistances penetration: +20% physical Critical mult.: +15.00% Blindness immunity: +48% Life regen: +4.00 Maximum stamina: +30.00 Infravision radius: +7 Sight radius: +2 See invisible: +10 Healing mod.: +20% Amulets make your neck look great! |
BeadirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +7 Defense: +28 (+8 eff.) Changes stats: +5 Mag / +4 Wil / +2 Con / +19 Lck Changes resistances: +24% light / +18% darkness Changes resistances cap: +6% all Changes resistances penetration: +20% arcane Changes damage: +3% arcane Physical save: +21 (+1 eff.) Blindness immunity: +47% Light radius: +2 Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
BregayadunadinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +30 (+6 eff.) Damage when hit (Melee): 6 physical Changes stats: +3 Dex Talent mastery: +0.21 Cursed / Gestures Critical mult.: +20.00% Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
GetyrodilCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Changes resistances: +6% lightning Physical save: +22 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +14 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Amulets make your neck look great! |
Glorona the BlizzardtouchPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +30 (+9 eff.) Changes stats: +6 Str / +3 Con Changes resistances: +5% arcane / +9% cold Changes damage: +15% blight / +15% fire Critical mult.: +17.00% Reduces incoming crit damage: 15.80% Knockback immunity: +21% Spellpower: +13 (+1 eff.) Light radius: +3 See invisible: +24 Amulets make your neck look great! |
Hotir the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +15% arcane Spell save: +18 (+1 eff.) Mana each turn: +0.04 Equilibrium when hit: +0.12 Mana when firing critical spell: +2.04 Maximum psi: +50.00 Amulets make your neck look great! |
Issanik the SatyrraceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Changes resistances penetration: +20% mind / +15% acid Changes damage: +6% nature / +12% acid Stun/Freeze immunity: +21% Amulets make your neck look great! |
LightseverInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+1 eff.) Mental crit. chance: +5% Light radius: +3 Amulets make your neck look great! |
Lisiba the MurkboreInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% nature / +12% mind / +14% darkness / +16% light Changes resistances penetration: +15% nature Changes damage: +12% cold / +6% nature / +18% mind Blindness immunity: +28% Amulets make your neck look great! |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Mag Changes damage: +7% acid / +5% fire / +7% cold / +7% lightning Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +52.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% nature / +10% blight Poison immunity: +22% Disease immunity: +20% Amulets make your neck look great! |
grounding gold amulet of constitution (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +20% lightning Stun/Freeze immunity: +38% Amulets make your neck look great! |
insulating voratun amulet of perfection (0.39 Psionic / Thought-Forms,0.39 Corruption / Fearfire)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% fire / +21% cold Talent masteries: +0.39 Psionic / Thought-Forms +0.39 Corruption / Fearfire Amulets make your neck look great! |
protective voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Changes stats: +6 Mag Changes resistances cap: +4% all Physical save: +27 (+2 eff.) Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +55.00 Amulets make your neck look great! |
protective voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes resistances cap: +7% all Changes damage: +14% blight / +15% fire Critical mult.: +20.00% Physical save: +24 (+1 eff.) Spellpower: +15 (+1 eff.) Amulets make your neck look great! |
restful gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 8 light / 6 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 49% * 7% chance to blind Changes damage: +10% light / +8% darkness Life regen: +2.00 Amulets make your neck look great! |
restful voratun amulet of mastery (0.39 Psionic / Focus)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Talent mastery: +0.39 Psionic / Focus Life regen: +4.00 Amulets make your neck look great! |
savior's copper amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical save: +11 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +11 (+2 eff.) Blindness immunity: +12% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
serendipitous copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +7 Lck Blindness immunity: +13% Infravision radius: +3 Sight radius: +2 See invisible: +6 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
serendipitous voratun amulet of perfection (0.40 Demented / Doom,0.40 Demented / Slow death)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +8 Lck Talent masteries: +0.40 Demented / Doom +0.40 Demented / Slow death Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
stralite amulet 'Breniromirim'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +30 (+9 eff.) Fatigue: -9% Changes resistances: +15% darkness / +9% lightning Changes resistances penetration: +15% acid Reduces incoming crit damage: 15.00% Life regen: +9.00 Maximum hate: +10.00 Mindpower: +25 (+3 eff.) Amulets make your neck look great! |
vitalizing gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Con Physical save: +14 (+1 eff.) Life regen: +4.00 Maximum life: +42.00 Amulets make your neck look great! |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
voratun amulet of perfection (0.34 Corruption / Hexes,0.34 Spell / Divination)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.34 Spell / Divination +0.34 Corruption / Hexes Amulets make your neck look great! |
voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +29% Infravision radius: +9 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
wanderer's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +10 Dex / +3 Cun / +7 Con Blindness immunity: +22% Life regen: +3.00 Stamina each turn: +1.00 Infravision radius: +5 Sight radius: +2 See invisible: +10 Movement speed: +10% Amulets make your neck look great! |
warrior's voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +15 Changes resistances: +11% physical Critical mult.: +17.00% Stamina each turn: +0.80 Amulets make your neck look great! |
zircon amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +1 Defense: +15 (+5 eff.) Changes resistances: +15% lightning / +3% temporal / +1% all Changes damage: +9% mind Reduces incoming crit damage: 10.00% Cut immunity: +50% Disarm immunity: +10% Life regen: +4.00 Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 720 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
BarahirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +1 Wil / +7 Mag Changes resistances penetration: +20% blight / +10% arcane / +15% acid Spell save: +8 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 (+0 eff.) Rings make your fingers look great! |
Betheritta the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Str / +8 Wil / +7 Cun Changes resistances: +3% lightning / +14% physical / +3% darkness / +3% blight / +12% fire / +6% nature Changes damage: +3% mind / +14% physical Mental save: +12 (+2 eff.) Confusion immunity: +43% Mindpower: +11 (+1 eff.) See invisible: +12 Rings make your fingers look great! |
BokachakInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +30% mind / +9% acid Changes resistances penetration: +25% mind Changes damage: +18% mind Disease immunity: +20% Silence immunity: +20% Hate when firing a critical mind attack: +5.00 Infravision radius: +3 Rings make your fingers look great! |
Chamelerath the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Wil / +15 Con Changes resistances: +32% nature Changes damage: +16% nature Hate when firing a critical mind attack: +5.00 Infravision radius: +3 See invisible: +9 Rings make your fingers look great! |
DaystingInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +18% mind / +9% acid Changes resistances penetration: +15% fire Changes damage: +12% fire / +30% mind / +21% light Mindpower: +32 (+4 eff.) Light radius: +3 Rings make your fingers look great! |
Duvilach the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% mind / +9% nature Changes damage: +3% acid Physical save: +6 (+0 eff.) Silence immunity: +10% Teleport immunity: +10% Life regen: +4.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
FlashnoonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 11 lightning Changes resistances: +15% lightning / +9% cold Changes resistances penetration: +26% cold Changes damage: +32% temporal Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
FrostripInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +2 Physical crit. chance: +5.0% Changes stats: +5 Str / +10 Wil Changes damage: +24% physical / +6% cold Physical save: +12 (+1 eff.) Mental save: +20 (+4 eff.) Only die when reaching: -60.00 life Rings make your fingers look great! |
FurnacetouchCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+5 eff.) Physical power: +15 (+3 eff.) Fatigue: -9% Changes stats: +10 Str / +15 Dex / +10 Cun / +9 Con Changes resistances: +3% lightning / +6% arcane / +21% darkness Changes damage: +24% fire Maximum encumbrance: +35 Light radius: +1 Rings make your fingers look great! |
Galildil the BoltguilePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% nature / +12% cold Changes resistances penetration: +25% lightning Changes damage: +3% lightning Reduces incoming crit damage: 15.00% Silence immunity: +26% Mana each turn: +0.17 Maximum life: +40.00 Rings make your fingers look great! |
GleamspireInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +15% lightning / +22% cold / +6% light Changes damage: +9% light / +11% cold Rings make your fingers look great! |
GlowtrailCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 62 Damage when hit (Melee): 6 light Changes resistances: +12% light Changes resistances penetration: +5% temporal Stun/Freeze immunity: +24% Life regen: +2.00 Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+1 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kidufang the FogworthInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 49% Damage when hit (Melee): 4 lightning Changes resistances: +15% cold / +24% nature / +3% darkness Changes damage: +12% nature / +6% lightning Rings make your fingers look great! |
Lorylehell the SearwaspPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +14 Defense: +30 (+9 eff.) Effects on melee hit: * 20% chance to reduce armor by 20% Changes stats: +2 Str / +5 Con Changes resistances penetration: +20% acid Changes damage: +12% fire Critical mult.: +10.00% Blindness immunity: +40% Infravision radius: +6 See stealth: +21 See invisible: +21 Rings make your fingers look great! |
MorningkingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light / 10 blight Changes stats: +3 Mag Changes resistances: +6% blight / +5% arcane / +6% light Changes resistances penetration: +15% light Spell save: +6 (+0 eff.) Rings make your fingers look great! |
PitchloreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +1 Cun / +3 Str Changes resistances: +9% darkness Critical mult.: +10.00% Disarm immunity: +29% Pinning immunity: +33% Knockback immunity: +30% Stamina each turn: +1.00 Maximum life: +33.00 Maximum stamina: +20.00 Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Taintwreath the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+5 eff.) Damage when hit (Melee): 10 nature Changes stats: +8 Cun Changes resistances: +9% physical / +6% nature / +20% darkness Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 26.94 cold and 33.23 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
VelilaithPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +12% mind Changes resistances penetration: +20% mind / +25% acid Changes damage: +18% acid / +15% mind Silence immunity: +23% Mana each turn: +0.16 Rings make your fingers look great! |
YaratohadPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +10 Str / +2 Mag / +2 Cun / +9 Con Spell save: +3 (+0 eff.) Pinning immunity: +20% Life regen: +2.00 Spellpower: +7 (+0 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Yvugassra the EclipsepainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to reduce damage dealt by 49% Damage when hit (Melee): 10 physical Changes stats: +3 Dex Changes resistances penetration: +25% cold Cut immunity: +20% Disarm immunity: +28% Pinning immunity: +52% Knockback immunity: +27% Maximum life: +27.00 Rings make your fingers look great! |
conjurer's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Stun/Freeze immunity: +39% Life regen: +6.00 Spellpower: +7 (+0 eff.) Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Kindlerend'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +3 Wil Changes resistances: +3% fire Changes resistances penetration: +20% darkness / +15% fire Changes damage: +6% darkness / +21% fire Mental save: +6 (+1 eff.) Rings make your fingers look great! |
copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Rings make your fingers look great! |
gladiator's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Con Life regen: +6.00 Maximum life: +47.00 Healing mod.: +12% Rings make your fingers look great! |
gold citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +5.00 Maximum life: +40.00 Light radius: +4 Infravision radius: +4 Healing mod.: +13% Rings make your fingers look great! |
gold ring 'Flamespitter'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% blight / +15% fire / +18% cold Changes resistances penetration: +25% fire Changes damage: +9% fire Spell save: +18 (+1 eff.) Stun/Freeze immunity: +38% Life regen: +6.00 Rings make your fingers look great! |
mule's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +21 Rings make your fingers look great! |
mule's stralite ring of darkness (+36%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Changes resistances: +36% darkness Changes damage: +18% darkness Maximum encumbrance: +24 Rings make your fingers look great! |
painweaver's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +6% all Blindness immunity: +29% Spellpower: +7 (+0 eff.) Mindpower: +6 (+0 eff.) Infravision radius: +4 See stealth: +9 See invisible: +8 Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Rings make your fingers look great! |
psionicist's gold ring of darkness (+24%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +8 (+1 eff.) Rings make your fingers look great! |
rogue's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Changes stats: +9 Cun Changes resistances: +30% acid / +29% fire / +30% lightning / +30% cold Rings make your fingers look great! |
savage's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Defense: +12 (+4 eff.) Changes stats: +4 Con Spell save: +15 (+1 eff.) Maximum stamina: +23.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
sneakthief's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +8 Cun / +10 Dex Rings make your fingers look great! |
sneakthief's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +6 Cun / +8 Dex Rings make your fingers look great! |
sneakthief's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +27% acid / +30% fire / +30% lightning / +30% cold Rings make your fingers look great! |
solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Life regen: +18.00 Maximum life: +92.00 Mindpower: +12 (+1 eff.) Healing mod.: +17% Rings make your fingers look great! |
steel citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +7.00 Maximum life: +40.00 Light radius: +4 Infravision radius: +4 Healing mod.: +12% Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring 'Lorenik'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +15% acid / +6% temporal / +3% light / +6% nature Changes resistances penetration: +10% acid Reduces incoming crit damage: 15.00% Disease immunity: +10% Mindpower: +8 (+1 eff.) Rings make your fingers look great! |
steel ring 'Squalorqueen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 94% Damage when hit (Melee): 8 nature Changes stats: +3 Con Changes resistances penetration: +20% mind Changes damage: +6% nature / +6% mind Spell save: +14 (+1 eff.) Maximum stamina: +17.00 Rings make your fingers look great! |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+0 eff.) Rings make your fingers look great! |
titan's stralite ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+1 eff.) Disarm immunity: +33% Pinning immunity: +30% Knockback immunity: +40% Maximum life: +40.00 Rings make your fingers look great! |
titan's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +14 Defense: +12 (+4 eff.) Changes stats: +6 Con Physical save: +12 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
treant's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +8% blight Poison immunity: +22% Disease immunity: +20% Disarm immunity: +34% Pinning immunity: +35% Knockback immunity: +30% Maximum life: +35.00 Rings make your fingers look great! |
treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +13 (+4 eff.) Changes resistances: +11% nature / +13% blight Poison immunity: +22% Disease immunity: +24% Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, 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: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
voratun ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Mental save: +12 (+2 eff.) Confusion immunity: +50% Rings make your fingers look great! |
warrior's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Stun/Freeze immunity: +43% Life regen: +6.00 Rings make your fingers look great! |
wizard's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 62 Damage (Melee): 19 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 62 Damage (Ranged): 35 physical Changes stats: +6 Cun / +5 Mag Spell save: +10 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Ashglory the voratun battleaxe (57-86 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +15.0% Attack speed: 100% Damage (radius 1) on hit: +28 fire Damage (radius 2) on crit: +16 fire / +24 temporal When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Damage when hit (Melee): 10 acid Changes stats: +6 Str Changes resistances penetration: +34% acid Physical save: +24 (+1 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun battleaxe (58-86 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +63 lightning / +61 cold When wielded/worn: Changes resistances penetration: +31% lightning / +21% cold Movement speed: +64% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Islann the Deepsworm (38-49 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 54% Wil, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn When wielded/worn: Accuracy: +40 (+7 eff.) Effects on melee hit: * 27% chance to reduce armor by 20% Damage when hit (Melee): 8 darkness Changes stats: +6 Dex / +6 Con Changes damage: +21% physical Physical save: +12 (+1 eff.) Stamina each turn: +4.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel dagger (19-25 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 54% Wil, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +56 fire When wielded/worn: Changes resistances penetration: +14% fire Global speed: +7% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Harifast' (38-49 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 54% Wil, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 100% On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +17 darkness Damage against: +19% Living When wielded/worn: Accuracy: +41 (+7 eff.) Armour: +22 Changes resistances: +9% blight Changes damage: +30% blight / +12% mind Critical mult.: +20.00% Psi when hit: +0.24 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel dagger of daylight (20-27 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 54% Wil, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +14 light Damage against: +18% Undead When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +11% physical Disarm immunity: +25% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun dagger of dampening (39-51 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 54% Wil, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +4 Con Changes resistances: +15% acid / +17% lightning / +14% cold / +16% fire / +10% all Changes resistances penetration: +15% physical Spell save: +15 (+1 eff.) Disarm immunity: +32% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Yvimibeth the voratun greatmaul (84-126 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 84.0 - 126.0 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +41 (+11 eff.) Damage when hit (Melee): 14 acid Changes resistances: +30% lightning / +5% physical Reduces incoming crit damage: 20.40% Confusion immunity: +27% Teleport immunity: +27% Life regen: +5.44 Vim when firing critical spell: +2.72 Damage Shield penetration: +41% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.quick voratun greatmaul of crippling (69-104 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +35 (+6 eff.) Physical crit. chance: +20.0% Changes stats: +10 Dex Combat speed: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.voratun greatsword 'Blazefoe' (61-98 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 light Damage (radius 1) on hit: +27 mind When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Effects on melee hit: * 27% chance to reduce all saves and defense by 62 Damage when hit (Melee): 10 arcane / 12 mind Changes stats: +9 Wil Changes damage: +15% arcane / +18% light Critical mult.: +49.00% Mindpower: +41 (+5 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword 'Darkvagrant' (83-133 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to slow global speed by 94% * 27% chance to reduce all saves and defense by 62 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% blight / +15% mind / +27% darkness Changes damage: +27% mind Light radius: +3 Infravision radius: +4 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.caustic dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +65 acid / +68 nature When wielded/worn: Accuracy: +38 (+6 eff.) Armour penetration: +40 Changes resistances penetration: +38% acid / +24% nature / +23% all Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.mighty dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +23.0% Physical power: +18 (+4 eff.) Changes stats: +11 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Chilloracle (42-58 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +27 cold Damage (radius 2) on crit: +90 fire When wielded/worn: Armour: +16 Defense: +35 (+10 eff.) Changes resistances: +15% cold Changes resistances penetration: +24% fire Cut immunity: +27% Life regen: +5.44 Light radius: +4 Global speed: +9% Healing mod.: +27% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.caustic voratun longsword of massacre (54-75 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 53.5 - 74.9 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +31 acid / +45 nature When wielded/worn: Armour penetration: +10 Changes resistances penetration: +21% acid / +25% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword 'Ulfigorn' (58-82 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+6 eff.) Physical power: +20 (+4 eff.) Armour: +22 Changes resistances: +4% physical Changes resistances penetration: +34% physical Changes damage: +18% physical Physical save: +21 (+1 eff.) Vim when firing critical spell: +2.72 Maximum vim: +40.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Healreaper (60-85 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 94% * 27% chance to reduce all saves and defense by 62 Damage when hit (Melee): 14 nature / 10 fire Changes resistances: +21% nature Changes damage: +24% acid / +24% mind / +41% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Porurenne (47-66 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Changes stats: +4 Str / +13 Con Changes resistances: +4% physical Mana each turn: +0.76 Only die when reaching: -108.81 life Spellpower: +41 (+2 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking iron mace (12-17 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace (46-64 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Blunt and deadly. |
Eyal's Will (22-24 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+2 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 11, doing 192.14 slime damage for 19 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
This item will automatically be transmogrified when you leave the level.Salytha the Prismfear (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +27 light When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +13 Str / +7 Dex / +8 Wil / +7 Con Changes resistances: +20% mind Changes resistances penetration: +20% light Talent granted: +1 Attune Mindstar Spell save: +22 (+1 eff.) Maximum life: +136.01 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.epiphanous living mindstar (17-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +19% mind Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +5.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Ivuda' (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to reduce all saves and defense by 62 When wielded/worn: Defense: +41 (+11 eff.) Changes resistances: +7% arcane / +27% light Talent granted: +1 Attune Mindstar Physical save: +15 (+1 eff.) Spell save: +24 (+1 eff.) Silence immunity: +27% Life regen: +7.44 Maximum life: +47.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.living mindstar of frost (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +17 Damage (Melee): 20 cold Changes resistances: +20% cold Changes resistances penetration: +20% cold Changes damage: +20% cold Talent granted: +1 Attune Mindstar Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eldoral Last Resort Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 118% Firing range: +10 On weapon hit: * splashes acid on your target dealing 97 damage and reducing their armor When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Gilychik the CharwreckRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +11 acid / +11 cold / +16 fire When wielded/worn: Damage when hit (Melee): 4 fire / 2 temporal Changes stats: +7 Str / +7 Dex / +8 Mag / +7 Wil / +11 Cun / +10 Con Changes resistances penetration: +25% fire Changes damage: +12% acid / +15% cold / +9% temporal Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff 'Shocktickler' (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +41 (+11 eff.) Changes resistances: +41% acid / +12% darkness / +12% light / +33% lightning Changes damage: +30% arcane / +12% lightning Talent granted: +1 Command Staff Physical save: +18 (+1 eff.) Teleport immunity: +27% Spellpower: +15 (+1 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff 'Shadowtide' (30-36 power, 6 apr, acid element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +18% blight / +12% light / +12% darkness Changes resistances penetration: +20% blight / +34% arcane Changes damage: +30% acid / +18% arcane Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +12 (+1 eff.) Mental save: +24 (+4 eff.) Teleport immunity: +27% Only die when reaching: -108.81 life Spellpower: +15 (+1 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.imbued dragonbone magestaff of power (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +34 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Ice Shards (10% chance level 4). Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +25 (+2 eff.) Spell crit. chance: +5% See invisible: +19 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes stats: +6 Mag / +6 Wil Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +40.00% Maximum mana: +110.00 Spellpower: +36 (+2 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Frozenbrawn the voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +20 lightning / +16 cold / +20 light Attacks use: 2.0 Steam When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +5 Str / +8 Wil / +9 Con Changes resistances: +24% cold Changes resistances penetration: +25% cold Changes damage: +22% lightning / +41% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Arcjustice (40-61 power, 5 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 108% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +9.0% Attack speed: 100% Block value: +96 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 20 damage Damage (radius 2) on crit: +27 mind Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +9 Wil Changes resistances: +27% lightning Talent granted: +3 Block Psi when hit: +0.12 Only die when reaching: -108.81 life Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Ramroller (40-60 power, 24 apr) Requires: - Strength 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 40.0 - 60.0 Uses stat: 108% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +180 Attacks use: 1.0 Steam When wielded/worn: Armour: +19 Defense: +14 (+4 eff.) Talent granted: +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
This item will automatically be transmogrified when you leave the level.Silisebeth the voratun steamsaw (40-61 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 108% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +110 On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +27 mind Damage (radius 1) on hit: +24 mind Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 20% chance to reduce armor by 20% Changes stats: +3 Cun / +6 Con Changes resistances: +34% acid Changes resistances penetration: +15% blight Talent granted: +3 Block Critical mult.: +27.20% Mental save: +9 (+1 eff.) Psi when hit: +0.12 Mental crit. chance: +5% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.windwalling voratun steamsaw of erosion (40-61 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 108% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +100 Damage (Melee): +20 nature Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +6 Wil Changes resistances: +17% physical Talent granted: +3 Block Slows Projectiles: +40% Bonus block near projectiles: +53 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.thought-forged voratun waraxe of massacre (54-76 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 62 Damage (Melee): +25 mind When wielded/worn: Changes stats: +7 Cun / +7 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun waraxe of massacre (53-74 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 53.0 - 74.2 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 62 Damage (Melee): +18 mind When wielded/worn: Changes stats: +6 Cun / +6 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt 'Floeobsidian' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +20 (+6 eff.) Changes resistances penetration: +34% cold Spell save: +15 (+1 eff.) Stun/Freeze immunity: +27% Knockback immunity: +27% Life regen: +5.44 Equilibrium when hit: +0.28 Psi when hit: +0.28 Maximum life: +136.01 Mindpower: +20 (+2 eff.) Healing mod.: +20% Size category: +1 A belt that goes around your waist. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Spell save: +21 (+1 eff.) Mana each turn: +0.31 Maximum mana: +86.00 Spellpower: +36 (+2 eff.) Spell crit. chance: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.timebroken elven-silk robe of light (+45%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +45% light / +15% all Changes damage: +30% temporal / +30% arcane / +30% light Maximum mana: +110.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Betugatha the pair of drakeskin leather boots (0 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Changes stats: +4 Str / +11 Dex / +4 Mag Changes resistances: +20% mind / +9% temporal Changes resistances penetration: +20% mind Changes damage: +27% blight / +12% temporal Light radius: +4 Infravision radius: +3 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Ce'Numina the Murkdare (30 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +30 (+9 eff.) Fatigue: +4% Damage when hit (Melee): 8 light Changes resistances: +21% blight / +7% arcane / +18% mind Changes resistances penetration: +20% darkness Reduces incoming crit damage: 20.40% Blindness immunity: +27% Life regen: +5.44 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Offalscar (4 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+1 eff.) Changes stats: +3 Dex / +2 Wil / +4 Cun Changes resistances penetration: +25% nature Changes damage: +6% nature Mindpower: +30 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.fleetfooted pair of voratun boots of speed (14 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +14 (+4 eff.) Fatigue: +4% Changes stats: +14 Dex Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.insulating pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +15% fire / +15% cold Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots 'Gleamsweep' (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +12 Cun / +15 Wil Changes resistances penetration: +25% light Changes damage: +21% light Critical mult.: +27.20% Silence immunity: +50% Confusion immunity: +45% Stun/Freeze immunity: +50% Maximum psi: +50.00 Mindpower: +35 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.scholar's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Stamina each turn: +1.30 Maximum stamina: +40.00 Spellpower: +13 (+1 eff.) A pair of boots made of leather. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
This item will automatically be transmogrified when you leave the level.Velalekira the Festerrazor (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +21 Str / +9 Wil Changes resistances: +15% blight / +6% nature / +3% light Changes resistances penetration: +10% nature Changes damage: +6% darkness Critical mult.: +5.00% Mental save: +13 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +4 Damage Shield penetration: +40% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 210.0 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.bladed drakeskin leather cap of ire (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +18 Str / +4 Con Physical save: +15 (+1 eff.) Mental save: +14 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 210.0 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag / +10 Con Changes damage: +14% arcane 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: 6.5 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 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
This item will automatically be transmogrified when you leave the level.prismatic voratun helm of strength (+10) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Changes resistances: +20% light / +19% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.stabilizing voratun helm of strength (+10) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Physical save: +25 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.thaloren drakeskin leather cap of dexterity (+8) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex / +10 Wil Changes resistances: +15% blight Mental save: +14 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.radiant dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +22% blight / +22% darkness / +24% lightning Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Life regen: +11.00 Maximum life: +80.00 Healing mod.: +20% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cured leather armour of the wind (14 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Armour: +4 Defense: +14 (+4 eff.) Fatigue: +7% Stamina each turn: +0.90 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 250 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun plate armour of cold resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +29% cold Life regen: +7.50 Stamina each turn: +2.50 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Shiverreaper (0 def, 10 armour, 195.5 block) Requires: - Shield usage training - Strength 48 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 27 arcane resource burn * 10% chance to reduce all saves and defense by 62 Effects when hit in melee: * 35% chance to reduce all saves and defense by 62 Changes stats: +7 Str / +6 Mag Changes resistances: +12% acid / +9% cold / +12% blight / +18% fire Changes resistances penetration: +34% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.flaming stralite shield of resistance (0 def, 8 armour, 137.5 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 9 fire Damage when hit (Melee): 15 fire Changes resistances: +12% acid / +12% fire / +12% lightning / +12% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.elemental quiver of dragonbone arrows of annihilation (23/23, 70-98 power, 36 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 54% Wil, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +21.0% Capacity: 23 On weapon hit: * Create an explosion dealing 26 cold damage (1/turn) Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1147 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Yaramayamnir (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str / +8 Dex / +3 Wil / +6 Cun Reduces incoming crit damage: 15.00% Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
3 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Brighthunger the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Cun Changes damage: +9% fire Critical mult.: +10.00% Psi when hit: +0.08 Mental crit. chance: +8% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Light radius: +9 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 84). It can be used to release absorbed darkness in a 9 radius cone with a 90% chance to blind (based on lite radius), dealing 494.34 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
This item will automatically be transmogrified when you leave the level.ethereal dwarven lantern of corpselight Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +11% blight / +15% darkness Spellpower: +22 (+1 eff.) Spell crit. chance: +6% Light radius: +7 Infravision radius: +6 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 38 blight damage or heals 53 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
13 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. |
7 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. |
5 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 Activation costs 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. |
amazing pain suppressor salve [power 424] amazing pain suppressor salve [power 424]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 133% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -424 life and reduces all damage by 30% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
good acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 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 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 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 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 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 gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
stralite white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes damage: +16% light Light radius: +4 See stealth: +8 Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes resistances: +30% lightning Stun/Freeze immunity: +50% Tinkers can be attached to normal items to improve them with steam power! |
piercing stralite torque of clear mind [power 3] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.extending dragonbone totem of healing [power 560] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
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. |
11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Psychi the Cornac Adventurer level 47
45th Pyre 123rd year of Ascendancy at 12:18 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Psychi the Cornac Adventurer level 36
15th Regrowth 123rd year of Ascendancy at 09:51 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Psychi the Cornac Adventurer level 46
78th Regrowth 123rd year of Ascendancy at 16:03 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Psychi the Cornac Adventurer level 29
2nd Decay 122nd year of Ascendancy at 08:19 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Psychi the Cornac Adventurer level 50
63rd Pyre 123rd year of Ascendancy at 06:58 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Psychi the Cornac Adventurer level 50
3rd Mirth 123rd year of Ascendancy at 02:40 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Psychi the Cornac Adventurer level 50
65th Haze 123rd year of Ascendancy at 23:48 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Psychi the Cornac Adventurer level 50
59th Pyre 123rd year of Ascendancy at 18:12 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Psychi the Cornac Adventurer level 47
24th Pyre 123rd year of Ascendancy at 05:31 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Psychi the Cornac Adventurer level 48
53rd Pyre 123rd year of Ascendancy at 02:49 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Psychi the Cornac Adventurer level 34
10th Decay 122nd year of Ascendancy at 02:02 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Psychi the Cornac Adventurer level 31
7th Decay 122nd year of Ascendancy at 13:26 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Psychi the Cornac Adventurer level 50
50th Pyre 124th year of Ascendancy at 02:17 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Psychi the Cornac Adventurer level 34
12nd Regrowth 123rd year of Ascendancy at 20:44 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Psychi the Cornac Adventurer level 34
5th Allure 123rd year of Ascendancy at 05:17 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Psychi the Cornac Adventurer level 50
62nd Regrowth 124th year of Ascendancy at 09:01 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Psychi the Cornac Adventurer level 50
44th Pyre 124th year of Ascendancy at 03:49 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Psychi the Cornac Adventurer level 36
15th Regrowth 123rd year of Ascendancy at 08:18 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Psychi the Cornac Adventurer level 50
3rd Mirth 123rd year of Ascendancy at 04:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Psychi the Cornac Adventurer level 10
6th Flare 122nd year of Ascendancy at 11:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Psychi the Cornac Adventurer level 20
32nd Dusk 122nd year of Ascendancy at 21:21 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Psychi the Cornac Adventurer level 30
7th Decay 122nd year of Ascendancy at 05:22 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Psychi the Cornac Adventurer level 40
73rd Regrowth 123rd year of Ascendancy at 17:45 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Psychi the Cornac Adventurer level 50
53rd Pyre 123rd year of Ascendancy at 04:25 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Psychi the Cornac Adventurer level 36
15th Regrowth 123rd year of Ascendancy at 09:51 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Psychi the Cornac Adventurer level 50
77th Regrowth 124th year of Ascendancy at 14:27 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Psychi the Cornac Adventurer level 50
55th Regrowth 124th year of Ascendancy at 17:11 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Psychi the Cornac Adventurer level 50
27th Regrowth 124th year of Ascendancy at 23:26 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Psychi the Cornac Adventurer level 47
35th Pyre 123rd year of Ascendancy at 05:11 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Psychi the Cornac Adventurer level 50
16th Regrowth 124th year of Ascendancy at 07:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Psychi the Cornac Adventurer level 27
57th Haze 122nd year of Ascendancy at 21:33 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Psychi the Cornac Adventurer level 49
53rd Pyre 123rd year of Ascendancy at 04:16 see stats
Slimefest (Insane (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Psychi the Cornac Adventurer level 50
78th Regrowth 124th year of Ascendancy at 17:46 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Psychi the Cornac Adventurer level 50
50th Pyre 124th year of Ascendancy at 02:16 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Psychi the Cornac Adventurer level 36
15th Regrowth 123rd year of Ascendancy at 09:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Psychi the Cornac Adventurer level 10
6th Flare 122nd year of Ascendancy at 12:07 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Psychi the Cornac Adventurer level 36
15th Regrowth 123rd year of Ascendancy at 09:51 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Psychi the Cornac Adventurer level 50
50th Pyre 124th year of Ascendancy at 02:17 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Psychi the Cornac Adventurer level 50
55th Regrowth 124th year of Ascendancy at 15:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Psychi the Cornac Adventurer level 9
79th Pyre 122nd year of Ascendancy at 04:55 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Psychi the Cornac Adventurer level 50
9th Flare 123rd year of Ascendancy at 05:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Psychi the Cornac Adventurer level 24
79th Dusk 122nd year of Ascendancy at 16:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Psychi the Cornac Adventurer level 17
21st Dusk 122nd year of Ascendancy at 21:35 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Psychi the Cornac Adventurer level 44
78th Regrowth 123rd year of Ascendancy at 02:54 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Your summoned Psychi's mucus ooze disappears.
Talent Infusion: Regeneration is ready to use.
Your summoned Psychi's mucus ooze disappears.
Psychi stops regenerating health quickly.
Talent Mucus is ready to use.
Your summoned Psychi's mucus ooze disappears.
Psychi uses Mucus.
Psychi uses Infusion: Regeneration.
Psychi starts regenerating health quickly.
Ran for 8 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Your summoned Psychi's mucus ooze disappears.
Talent Infusion: Regeneration is ready to use.
Psychi stops regenerating health quickly.
Psychi uses Infusion: Regeneration.
Psychi starts regenerating health quickly.
Your summoned Psychi's mucus ooze disappears.
Your summoned Psychi's mucus ooze disappears.
Ran for 17 turns (stop reason: interesting terrain).
Talent Mucus is ready to use.
Psychi uses Mucus.
Your summoned Psychi's mucus ooze disappears.
Psychi deactivates her cloak's restoration systems.



















































































































































































































