













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Convenient Digging 1.5.5 No Achievement Pop-ups 1.5.5This addon removes the pop-up window that appears when an achievement is gained. It also provides the option to disable announcing your own achievements in chat. CompatibilityThis addon superloads and OVERWRITES the following functions: This addon superloads the following functions non-intrusively: This addon uses the GameOptions:generateList hook to provide a new option. Weight: 39438 Changelog1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Bugfix Pack 1.5.10An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Gunslinger |
| Level / Exp | 50 / 3731% |
| Size | medium |
| Lifes / Deaths | Killed by i.imgur.com/Uy2AmyZ.jpg at level 50 on the 79th Regrowth 124th year of Ascendancy at 09:16 4 / 3Killed by i.imgur.com/Uy2AmyZ.jpg at level 50 on the 79th Regrowth 124th year of Ascendancy at 11:02 Killed by i.imgur.com/Uy2AmyZ.jpg at level 50 on the 79th Regrowth 124th year of Ascendancy at 13:05 |
Primary Stats
| Strength | 113 (base 53) |
| Dexterity | 123 (base 64) |
| Constitution | 147 (base 65) |
| Magic | 72 (base 16) |
| Willpower | 78 (base 16) |
| Cunning | 173 (base 65) |
Resources
| Life | 1495/1495 |
| Steam | 106/106 |
| Stamina | 417/417 |
| Equilibrium | 0 |
| Healing Factor | 1.9482649842271 |
| Regeneration | 4.3835962145109 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.7763568394003E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 67.251027011605 |
| See Invisible | 57.251027011605 |
Offense: Mainhand
| Damage | 166 |
| Accuracy | 89 |
| Crit Chance | 96% |
| APR | 60 |
| Speed | 1.50 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 71% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 82% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +37% |
| Blight | +25% |
| Physical | +79% |
| All | +17% |
Offense: Damage Penetration
| Blight | +15% |
| Physical | +80% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50.723073231957 (93.924050632911%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 28 |
| Physical Save | 72 |
| Spell Save | 41 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 33%( 70%) |
| All | + 26%( 70%) |
| Darkness | + 47%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 28%( 70%) |
| Lightning | + 67%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 24.0 steam per turn. Can be activated for an instant burst of 119 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 13 turns. While Heroism is active, you will only die when reaching -977 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 901% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1118% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 217% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by shadow. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+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 Wrathroot. * 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 368. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (3 def, 2 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Talent mastery: +0.20 Cunning / Survival Talent granted: +5 Rocket Boots It can be used to boost speed by 70% (based on Cunning), costing 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | Pyrewing (133/133, 190% power, 30 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 190% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +30 Crit. chance: +7.0% Capacity: 133 Turns elapse between self-loadings: -2 On weapon hit: * Random elemental explosion * 20% chance to torment the target Damage (Ranged): +28 mind / +20 darkness Burst (radius 1) on hit: +8 fire / +16 mind / +8 arcane Burst (radius 2) on crit: +4 arcane / +4 fire When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Turygrim' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +2% physical Changes damage: +20% light / +27% physical Physical save: +10 (+2 eff.) Stamina each turn: +0.80 Only die when reaching: -60.00 life Light radius: +12 See stealth: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eastern Wood Hat (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +18 (+4 eff.) Changes stats: +27 Cun / +22 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +18 (+5 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | Fogmarrow of the Blightspawn (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Effects when hit in melee: * 20% chance to disease * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +11 Str / +9 Wil Changes resistances: +3% darkness Changes resistances penetration: +20% physical Changes damage: +3% darkness Critical mult.: +20.00% Lowers spell cool-downs by: 10% Mental crit. chance: +15% Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ce'Niwen the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +24 (+6 eff.) Changes stats: +12 Str / +10 Mag / +10 Wil / +31 Cun / +12 Con Changes resistances: +3% acid / +6% lightning / +3% nature / +12% light Critical mult.: +10.00% Mental save: +11 (+3 eff.) Spellpower: +15 (+4 eff.) Mindpower: +15 (+4 eff.) Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | ravager's drakeskin leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances penetration: +20% physical Changes damage: +25% physical Spell crit. chance: +5% Slows Projectiles: +25% A belt that goes around your waist. |
| In main hand | The Long-Arm Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 On weapon hit: * flashes light on your target dealing 158 damage Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam When wielded/worn: Critical mult.: +15.00% Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%, costing 18 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
| On hands | Poravea the rough leather gloves (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +2 Damage when hit (Melee): 8 physical Changes stats: +4 Dex Changes resistances penetration: +15% blight / +25% physical Talent granted: +5 Fatal Attractor Disarm immunity: +0% Only die when reaching: -60.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Betegatha the voratun plate armour (11 def, 29 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +17 (+3 eff.) Armour: +29 Defense: +11 (+3 eff.) Fatigue: +31% Changes stats: +24 Str / +16 Dex / +29 Mag / +24 Wil / +18 Cun / +24 Con Changes resistances: +20% lightning / +3% temporal / -20% light / +11% fire / +15% darkness Physical save: +28 (+7 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Spellpower: +25 (+7 eff.) Spell crit. chance: +9% Mindpower: +25 (+7 eff.) Mental crit. chance: +10% Light radius: +2 A suit of armour made of metal plates. |
| Cloak | elven-silk cloak of backstabbing (4 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +4 (+1 eff.) Changes resistances: +30% lightning Critical mult.: +28.00% Stealth bonus: +15 Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +40 Con Changes resistances: +10% blight / +10% cold / +25% nature / +10% darkness Changes damage: +10% all Damage affinity(heal): +15% nature Reduces incoming crit damage: 23.00% Stun/Freeze immunity: +30% Life regen: +2.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +30% Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 191% / cooldown 61%)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 191% efficiency and cooldown mod of 61%. 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.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 258% / cooldown 68%)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 258% efficiency and cooldown mod of 68%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 161% / cooldown 71%)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 161% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 21)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.4 steam per turn. Can be activated for an instant burst of 106 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.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.4 steam per turn. Can be activated for an instant burst of 96 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.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.5 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.2 steam per turn. Can be activated for an instant burst of 95 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 41%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 41% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 42%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 42% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 24%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 24% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the sneak (+30 for 10 turns, die at -991)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 10 turns. While Heroism is active, you will only die when reaching -991 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+30 for 10 turns, die at -1139)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 10 turns. While Heroism is active, you will only die when reaching -1139 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+31 for 12 turns, die at -1131)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 12 turns. While Heroism is active, you will only die when reaching -1131 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the titan (+26 for 11 turns, die at -1041)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 11 turns. While Heroism is active, you will only die when reaching -1041 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the titan (+27 for 11 turns, die at -1274)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 11 turns. While Heroism is active, you will only die when reaching -1274 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.shielding rune of the warrior (absorb 712 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 712 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
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 Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. 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. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 1.6 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 303 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Runandil the PlaguegrinderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% blight / +4% physical / +15% nature / +6% mind Changes damage: +12% nature Talent masteries: +0.27 Steamtech / Gunslinging +0.27 Steamtech / Elusiveness Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% Amulets can have magical properties. |
grounding gold amulet of mastery (0.13 Steamtech / Gunslinging)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% lightning Talent mastery: +0.13 Steamtech / Gunslinging Stun/Freeze immunity: +20% Amulets can have magical properties. |
Aruriatta the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 16 temporal Changes stats: +4 Dex / +7 Cun / +6 Con Changes resistances: +9% temporal Changes damage: +3% temporal Blindness immunity: +24% Cut immunity: +60% Life regen: +0.90 Stamina each turn: +0.40 Infravision radius: +6 Sight radius: +2 See invisible: +9 Movement speed: +10% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Deepssun of the BlightspawnInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: -10 Dex / +10 Mag / +8 Wil / +13 Lck Changes resistances: +21% lightning Changes resistances penetration: +10% light Critical mult.: +5.00% Spell save: +9 (+3 eff.) Stun/Freeze immunity: +40% Mana when firing critical spell: +3.00 Damage Shield penetration: +50% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+3 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 834.14 physical damage (based on Magic) in a radius of 3, costing 54 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 37), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
Branerig the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Changes stats: +17 Str / +11 Dex / +15 Wil Changes resistances penetration: +5% physical Life regen: +0.80 Amulets can have magical properties. |
DarkpietyInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 darkness Changes stats: +2 Cun Changes resistances: +30% mind / +15% darkness Mental save: +12 (+3 eff.) Confusion immunity: +50% Equilibrium when hit: +0.32 Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Issitir the FesterspitterCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 lightning / 20 nature Changes resistances: +9% lightning / +15% temporal / +6% nature Changes resistances penetration: +33% nature / +10% lightning Changes damage: +15% nature / +18% lightning Talent mastery: +0.32 Technique / Combat training Amulets can have magical properties. |
TaintnailInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 39% * 20% chance to disease Damage when hit (Melee): 16 fire Changes stats: +3 Dex / +3 Mag / +5 Wil / +5 Cun Changes resistances: +15% physical Changes resistances penetration: +25% nature Reduces incoming crit damage: 15.00% Stamina each turn: +1.10 Infravision radius: +3 Amulets can have magical properties. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Adatira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Defense: +12 (+3 eff.) Fatigue: -10% Changes stats: +8 Mag Changes resistances: +9% blight / +6% temporal / +6% cold Changes resistances cap: +6% all Reduces incoming crit damage: 10.00% Physical save: +36 (+9 eff.) Spell save: +9 (+3 eff.) Pinning immunity: +15% Life regen: +4.50 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
voratun amulet 'Glarewake'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +6 Effects on melee hit: * 31% chance to blind Changes stats: +3 Str / +3 Con Changes resistances: +22% temporal Critical mult.: +6.00% Pinning immunity: +50% Knockback immunity: +50% Amulets can have magical properties. |
voratun amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Cut immunity: +60% Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
wanderer's voratun amulet of mastery (0.33 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +7 Dex / +10 Cun / +10 Con Talent mastery: +0.33 Cunning / Survival Life regen: +1.50 Stamina each turn: +1.20 Movement speed: +10% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Arudeyon the RadianceloreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +6% light / +9% darkness Changes resistances penetration: +25% light Changes damage: +15% light / +12% darkness Light radius: +3 Rings can have magical properties. |
EremodugasInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +22% acid Changes damage: +11% acid Pinning immunity: +15% Stun/Freeze immunity: +15% Only die when reaching: -80.00 life Mental crit. chance: +4% Rings can have magical properties. |
steel ring 'Shadowtouch'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+3 eff.) Armour: +6 Changes stats: +3 Con Changes damage: +15% physical / +9% darkness / +6% all Maximum life: +40.00 Spellpower: +11 (+3 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
AnygarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +15% light / +9% temporal Physical save: +36 (+9 eff.) Teleport immunity: +15% Only die when reaching: -60.00 life Rings can have magical properties. |
Bethyyatira the BogwreathInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +6 Changes resistances: +30% cold Changes resistances penetration: +25% nature Changes damage: +12% physical / +15% cold Only die when reaching: -60.00 life Healing mod.: +25% Rings can have magical properties. |
gold ring 'Lightwire'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Damage when hit (Melee): 16 acid Changes stats: +7 Cun Changes resistances penetration: +20% acid / +25% fire Changes damage: +12% light Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Aerotta the MolddreamPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +2.0% Physical power: +27 (+5 eff.) Armour: +4 Changes stats: +3 Dex Changes resistances: +6% nature Changes resistances penetration: +10% nature / +10% physical Life regen: +1.40 Spellpower: +13 (+4 eff.) Mindpower: +11 (+3 eff.) Rings can have magical properties. |
Gilyvon the stralite ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +36% light Changes damage: +18% light Spell save: +6 (+2 eff.) Blindness immunity: +60% Vim when firing critical spell: +1.00 Maximum vim: +20.00 Spellpower: +10 (+3 eff.) Infravision radius: +9 See stealth: +27 See invisible: +23 Rings can have magical properties. |
Salyna the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +6 Dex / +2 Con Physical save: +12 (+3 eff.) Mental save: +30 (+8 eff.) Only die when reaching: -80.00 life Spellpower: +13 (+4 eff.) Mindpower: +17 (+5 eff.) Mental crit. chance: +4% Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-8 eff.) Spell save: -30 (-14 eff.) Mental save: -30 (-8 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Yvuwyn the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 12 physical Changes stats: +4 Wil Changes resistances penetration: +25% mind Life regen: +1.70 Maximum life: +102.00 Maximum stamina: +15.00 Mindpower: +10 (+3 eff.) See invisible: +15 Healing mod.: +24% Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Xeruriana'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +6 Cun / +7 Mag Changes resistances penetration: +25% acid Changes damage: +9% acid Grants telepathy: Dragon Disarm immunity: +41% Pinning immunity: +44% Knockback immunity: +37% Maximum life: +44.00 Rings can have magical properties. |
Aregatta the BrightstingerPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 fire Changes stats: +8 Cun / +16 Mag Changes resistances: +15% acid / +9% fire Spell save: +20 (+7 eff.) Blindness immunity: +93% Spellpower: +14 (+4 eff.) Infravision radius: +10 See stealth: +47 See invisible: +50 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Dagurand the NimbusseverPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Effects on melee hit: * 33% chance to blind * 30% chance to daze at end of turn * 15% chance to inflict 15% damage reduction Damage (Melee): 41 light Effects on ranged hit: * 31% chance to blind Damage (Ranged): 40 light Changes resistances: +9% darkness Changes resistances penetration: +20% lightning Changes damage: +8% all Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +28% Maximum life: +48.00 Spellpower: +15 (+4 eff.) Mindpower: +20 (+5 eff.) Rings can have magical properties. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 99.42 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
GloomcutterPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +35 (+7 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 20% chance to disease Changes resistances: +6% darkness / +6% temporal Changes damage: +8% all Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Spellpower: +35 (+9 eff.) Mindpower: +35 (+9 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
NimbuspanicInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes stats: +17 Cun / +7 Wil Changes resistances: +6% lightning Changes damage: +27% mind Life regen: +1.90 Maximum life: +100.00 Mindpower: +12 (+3 eff.) Healing mod.: +30% Rings can have magical properties. |
Polemira the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+4 eff.) Changes stats: +3 Dex / +2 Con Grants telepathy: Humanoid/Orc Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) See invisible: +9 Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 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 23% for 5 turns. Rings can have magical properties. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
pixie's voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 29% chance to blind Damage (Melee): 43 light Effects on ranged hit: * 31% chance to blind Damage (Ranged): 31 light Changes stats: +7 Cun / +8 Mag Spellpower: +15 (+4 eff.) Rings can have magical properties. |
pixie'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: * 19% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +14 Cun / +7 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Spellpower: +10 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
sneakthief's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 26% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 32% chance to blind Damage (Ranged): 50 light Changes stats: +9 Cun / +10 Dex Rings can have magical properties. |
sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +19 Cun / +10 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
titan'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: +15 (+4 eff.) Changes stats: +9 Con Physical save: +18 (+4 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 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 can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Kilnrazor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 20 fire Changes stats: +3 Dex / +5 Wil / +3 Cun / +10 Con Reduces incoming crit damage: 15.00% Disarm immunity: +50% Pinning immunity: +49% Knockback immunity: +50% Maximum life: +49.00 Rings can have magical properties. |
voratun ring 'Silirin'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +4 Damage when hit (Melee): 4 arcane Changes stats: +1 Str / +11 Wil / +8 Cun Changes resistances: +19% mind / +6% arcane Changes damage: +19% mind / +6% physical Mental save: +10 (+3 eff.) Maximum stamina: +15.00 Spellpower: +15 (+4 eff.) Mindpower: +26 (+7 eff.) Rings can have magical properties. |
warrior's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str Stun/Freeze immunity: +41% Life regen: +3.10 Rings can have magical properties. |
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: * 19% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +10 Cun / +7 Mag Spell save: +14 (+5 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc 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 (+13 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, costing 178 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.quick dwarven-steel battleaxe (140% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 140% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 111% When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +5 Dex Massive two-handed battleaxes. |
Acera (140% power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 40 acid damage in a 4 radius ball. This damage will increase by 28% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Eye of the Lost (115% power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+6 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 23 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Whip of Urh'Rok (167% power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+4 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Swamporacle the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * Slows global speed by 40% Travel speed: +600% Burst (radius 1) on hit: +6 nature Burst (radius 2) on crit: +4 nature Attacks use: 2.0 Steam When wielded/worn: Changes stats: +8 Cun Changes resistances: +12% nature / +18% acid Changes resistances penetration: +25% physical Changes damage: +21% nature / +6% fire 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.blazing pouch of dwarven-steel shots of paradox (21/21, 142% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +11 fire / +10 temporal Burst (radius 2) on crit: +5 fire Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
inquisitor's pouch of voratun shots of persecution (24/24, 166% power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * disrupts spell-casting On weapon crit: * burns latent spell energy Damage (Ranged): +23 manaburn arcane Damage against: +30% Unnatural Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of amnesia (18/18, 164% power, 6 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 18 On weapon hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.shocking dwarven-steel shield of fire resistance (+18%) (8 def, 2 armour, 79.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 6 lightning Damage when hit (Melee): 18 lightning Changes resistances: +18% fire Talent granted: +3 Block Handheld deflection devices. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 45 power out of 50/50) : Effective talent level: 1.0 Power cost: 45 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Emelynne the elven-silk robe (5 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +31% acid / +3% blight / +23% mind / +26% darkness Changes damage: +19% acid / +6% physical Physical save: +15 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +35 (+9 eff.) Stamina each turn: +1.00 Mana each turn: +0.32 Psi each turn: +0.40 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Monolith Armour (40 def, 50 armour)Requires: - Constitution 150 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+10 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+8 eff.) Spell save: +35 (+12 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+7 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cyrynor the StormstreakCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +14 (+2 eff.) Defense: +0 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +20% physical Changes damage: +15% lightning Physical save: +45 (+10 eff.) Spell save: +11 (+4 eff.) Life regen: +0.40 Stamina each turn: +0.60 Size category: +1 Slows Projectiles: +0% A belt that goes around your waist. |
Arayawyn the SunbaitPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +6% blight / +15% light / +15% darkness Changes resistances penetration: +15% blight / +15% light Changes damage: +15% light / +9% blight Trap disarming bonus: +26 Stealth bonus: +29 Maximum life: +123.00 Maximum mana: +62.00 Maximum stamina: +61.00 Maximum hate: +17.00 Maximum psi: +29.00 Maximum vim: +39.00 Maximum pos.energy: +37.00 Maximum neg.energy: +40.00 Infravision radius: +6 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Belolle the RadiancepallPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +5 (+1 eff.) Fatigue: -4% Changes stats: +5 Dex / +2 Mag / +3 Wil / +7 Cun Changes resistances: +15% light / +13% darkness Changes damage: +21% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Mental crit. chance: +15% A belt that goes around your waist. |
Blazescar the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +0 (+0 eff.) Damage when hit (Melee): 20 fire Changes resistances: +24% blight / +9% fire / +20% mind Changes resistances penetration: +10% blight / +20% physical / +15% mind / +30% fire Changes damage: +20% physical Slows Projectiles: +0% A belt that goes around your waist. |
Isitha the FlaretrencherInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +39 (+7 eff.) Armour: +9 Changes stats: +6 Str / +6 Con Changes resistances: +5% arcane Changes damage: +3% fire Physical save: +28 (+7 eff.) Spell save: +50 (+17 eff.) Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Mindpower: +12 (+3 eff.) Size category: +3 A belt that goes around your waist. |
Unlightnoon of the BlightspawnPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Effects when hit in melee: * 37% chance to disease * 20% chance to inflict 15% damage reduction Changes stats: +4 Dex / +9 Mag / +6 Cun Changes resistances: +6% lightning / +3% cold Changes damage: +9% nature Mental save: +12 (+3 eff.) Silence immunity: +15% Mana each turn: +0.98 Maximum mana: +107.00 Mental crit. chance: +11% A belt that goes around your waist. |
drakeskin leather belt 'Brodorand'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +2 Mag / +3 Wil / +6 Cun / +10 Lck Changes resistances: +15% lightning / +12% temporal Reduced damage from: +43% Summoned Reduces incoming crit damage: 15.00% Trap disarming bonus: +29 Stealth bonus: +15 Life regen: +3.60 Psi when hit: +0.08 Maximum hate: +6.00 Mental crit. chance: +2% Infravision radius: +6 Healing mod.: +30% A belt that goes around your waist. |
drakeskin leather belt 'Weeprage'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +21 (+4 eff.) Damage when hit (Melee): 20 nature Changes stats: +6 Str / +1 Mag / +2 Cun / +12 Con Changes resistances: +15% lightning / +15% temporal Critical mult.: +14.00% Reduces incoming crit damage: 10.00% Physical save: +27 (+7 eff.) Mindpower: +12 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 340.47 cold damage and condensing the air into freezing vapors that deal 113.49 cold damage (based on Magic) each turn for 10 turns, costing 27 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+2 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
elven-silk cloak 'Corruptiontrencher' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +5 Str / +6 Dex / +4 Con Changes resistances: +6% lightning / +9% darkness / +6% blight / +9% fire / +6% nature Talent mastery: +0.40 Technique / Combat training Spell save: -25 (-12 eff.) Stun/Freeze immunity: +0% Stamina each turn: +1.30 Mana each turn: -0.55 Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emaletira the pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% lightning / +10% temporal Changes resistances penetration: +20% physical Changes damage: +15% acid / +9% physical Only die when reaching: -60.00 life Maximum stamina: +50.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +3% Changes stats: +7 Lck / +5 Dex Stealth bonus: +10 A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 22 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
Umbragrit the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances: +43% darkness / +36% temporal Changes resistances penetration: +52% darkness / +32% temporal Changes damage: +3% darkness Physical save: +12 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+2 eff.) Defense after a teleport: +49 Resist all after a teleport: +34% New effects duration reduction after a teleport: +44% A pair of boots made of leather. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 4% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (175 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (292 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 16 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 104.03 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Getoruirab (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 19 arcane Changes stats: +10 Mag / +10 Wil / +1 Cun Changes resistances: +9% arcane Grants telepathy: Dragon Critical mult.: +10.00% Mental save: +20 (+5 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Mindpower: +8 (+2 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent 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 (+1 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 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 198.90 arcane damage and stunned), costing 89 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. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 14 power out of 15/15) : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +0 (+0 eff.) 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! |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+4 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 89 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
voratun helm 'Dagygodin' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% lightning / +9% temporal / +11% darkness / +14% blight / +19% cold Changes resistances penetration: +15% mind Changes damage: +3% acid Grants telepathy: Humanoid/Orc Allows you to breathe in: water Critical mult.: +5.00% Spell save: +13 (+4 eff.) Mental save: +33 (+9 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
12 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 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. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
307 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. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 32.85 cold damage and 50.26 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (132 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 53] amazing fiery salve [power 53]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 217% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (53% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing frost salve [power 53] amazing frost salve [power 53]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 217% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (53% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing healing salve [power 765] amazing healing salve [power 765]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 217% efficiency and 50% cooldown modifier. It can be used to heal 765, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing pain suppressor salve [power 669] amazing pain suppressor salve [power 669]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 217% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -669 life and reduces all damage by 29% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing unstoppable force salve [power 212] amazing unstoppable force salve [power 212]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 217% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 212 and healing factor by half, putting Talent Medical Injector on cooldown for 16 turns. Medical salve. |
amazing water salve [power 53] amazing water salve [power 53]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 217% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (53% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Bethakira (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag / +9 Wil Grants telepathy: Humanoid/Orc Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Abyssworm (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Fatigue: -8% Damage when hit (Melee): 8 temporal Changes stats: +13 Str Changes resistances: +30% fire Physical save: +13 (+3 eff.) Spell save: +14 (+5 eff.) Mental save: +8 (+2 eff.) Maximum life: +82.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Chargegrit' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Effects on melee hit: * 39% chance to corrode armour by 30% Changes stats: +11 Str / +4 Con Changes resistances: +6% lightning Changes resistances penetration: +10% blight / +5% acid Changes damage: +6% acid / +6% blight Maximum life: +40.00 Maximum stamina: +27.00 Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 570.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 152 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Infernosin the stralite torque of clear mind [power 3] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +5% arcane Talent granted: +4 Telekinetic Blast Critical mult.: +10.00% Mana each turn: +0.08 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
Yvenor the stralite torque of charged psionic shield [power 103] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +3% temporal / +6% light / +3% darkness Talent granted: +6 Telekinetic Blast Disarm immunity: +5% Confusion immunity: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 103 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
Galegrind the voratun torque of clear mind [power 5] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 31% * 31% chance to daze at end of turn Changes resistances: +6% lightning Changes resistances penetration: +26% lightning Changes damage: +6% nature / +31% lightning It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation [power 63] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 63), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Elyrille [power 29] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +12% cold / +3% physical Spell save: +30 (+10 eff.) Disease immunity: +10% Knockback immunity: +10% Life regen: +0.40 Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Kilnworm the ash totem of cure ailments [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +3% fire Changes damage: +3% fire Grants telepathy: All Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Disarm immunity: +30% Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of cure ailments 'Tempestwaker' [power 3] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% lightning Changes damage: +18% temporal Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow 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 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 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.), costing 32 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
yew wand of conjuration 'Tempesttide' [power 241] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% mind / +24% acid Maximum wards: +4 lightning / +2 temporal / +3 blight / +3 fire / +3 cold Changes damage: +6% lightning Talent granted: +1 Ward Mental save: +20 (+5 eff.) Blindness immunity: +30% Only die when reaching: -80.00 life It can be used to fire a bolt of a random element with (base) damage 120 to 241, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 201.24 temporal and 206.40 darkness damage (based on Magic), costing 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 43
5th Dusk 123rd year of Ascendancy at 23:10 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
53rd Haze 123rd year of Ascendancy at 19:22 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 43
5th Dusk 123rd year of Ascendancy at 18:57 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
36th Regrowth 124th year of Ascendancy at 02:14 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 47
32nd Dusk 123rd year of Ascendancy at 07:54 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
9th Regrowth 124th year of Ascendancy at 07:15 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
11st Haze 123rd year of Ascendancy at 07:21 see stats
Bookception! (Insane (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
30th Regrowth 124th year of Ascendancy at 18:42 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 47
26th Dusk 123rd year of Ascendancy at 14:08 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
48th Regrowth 124th year of Ascendancy at 22:34 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
2nd Wintertide 124th year of Ascendancy at 17:53 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 8
2nd Dusk 122nd year of Ascendancy at 04:49 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
60th Haze 123rd year of Ascendancy at 11:19 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 46
22nd Dusk 123rd year of Ascendancy at 11:20 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 29
34th Regrowth 123rd year of Ascendancy at 02:26 see stats
Entropy's End (Insane (Adventure) difficulty)
Destroyed the Hypostasis of Entropy.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
79th Regrowth 124th year of Ascendancy at 14:53 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
67th Regrowth 124th year of Ascendancy at 21:23 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 21
79th Haze 122nd year of Ascendancy at 20:10 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 22
3rd Decay 122nd year of Ascendancy at 22:24 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
76th Haze 123rd year of Ascendancy at 19:57 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
56th Haze 123rd year of Ascendancy at 19:48 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
29th Regrowth 124th year of Ascendancy at 12:02 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 26
5th Allure 123rd year of Ascendancy at 01:02 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 48
32nd Dusk 123rd year of Ascendancy at 13:29 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 35
75th Regrowth 123rd year of Ascendancy at 22:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 10
16th Dusk 122nd year of Ascendancy at 18:09 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 20
76th Haze 122nd year of Ascendancy at 07:18 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 30
34th Regrowth 123rd year of Ascendancy at 11:11 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 40
3rd Summertide 123rd year of Ascendancy at 07:04 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
60th Dusk 123rd year of Ascendancy at 06:32 see stats
Now, this is impressive! (Insane (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
3rd Pyre 124th year of Ascendancy at 17:00 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 37
42nd Pyre 123rd year of Ascendancy at 08:43 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
74th Haze 123rd year of Ascendancy at 17:38 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
25th Haze 123rd year of Ascendancy at 08:32 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
45th Haze 123rd year of Ascendancy at 00:43 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 17
44th Haze 122nd year of Ascendancy at 20:00 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 28
21st Regrowth 123rd year of Ascendancy at 14:00 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 39
10th Mirth 123rd year of Ascendancy at 03:35 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 22
3rd Decay 122nd year of Ascendancy at 04:02 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 46
22nd Dusk 123rd year of Ascendancy at 14:33 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
67th Regrowth 124th year of Ascendancy at 21:22 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 7
10th Mirth 122nd year of Ascendancy at 08:17 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
74th Haze 123rd year of Ascendancy at 09:52 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
67th Regrowth 124th year of Ascendancy at 21:23 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
12nd Haze 123rd year of Ascendancy at 13:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 15
47th Dusk 122nd year of Ascendancy at 14:53 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 49
52nd Dusk 123rd year of Ascendancy at 21:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 20
77th Haze 122nd year of Ascendancy at 16:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 14
39th Dusk 122nd year of Ascendancy at 08:07 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 42
4th Dusk 123rd year of Ascendancy at 22:10 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By i.imgur.com/Uy2AmyZ.jpg the Thalore Gunslinger level 50
29th Regrowth 124th year of Ascendancy at 14:48 see stats
Log
I.imgur.com/Uy2AmyZ.jpg slows down.
I.imgur.com/Uy2AmyZ.jpg somehow catches the falling steamguns.
I.imgur.com/Uy2AmyZ.jpg is no longer evading attacks.
I.imgur.com/Uy2AmyZ.jpg's aura of power vanishes.
I.imgur.com/Uy2AmyZ.jpg slows down.
I.imgur.com/Uy2AmyZ.jpg is moving less freely.
Talent Double Shots is ready to use.
Talent Awesome Toss is ready to use.
Talent Combustive Bullets is ready to use.
Talent Infusion: Movement is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Evasion is ready to use.
Talent Wrath of the Woods is ready to use.
Rested for 47 turns (stop reason: all resources and life at maximum).
I.imgur.com/Uy2AmyZ.jpg picks up (p.): shielding rune of the warrior (absorb 712 for 4 turns).
I.imgur.com/Uy2AmyZ.jpg picks up ( .): stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour).
I.imgur.com/Uy2AmyZ.jpg picks up ( .): blazing pouch of dwarven-steel shots of paradox (21/21, 142% power, 3 apr).
I.imgur.com/Uy2AmyZ.jpg picks up ( .): shocking dwarven-steel shield of fire resistance (+18%) (8 def, 2 armour, 79.5 block).
I.imgur.com/Uy2AmyZ.jpg picks up ( .): quick dwarven-steel battleaxe (140% power, 2 apr).
There is a portal back here (press '' or right click to use).
Ran for 35 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
I.imgur.com/Uy2AmyZ.jpg deactivates Embedded Restoration Systems.
I.imgur.com/Uy2AmyZ.jpg deactivates her cloak's restoration systems.
I.imgur.com/Uy2AmyZ.jpg deactivates Agile Gunner.
I.imgur.com/Uy2AmyZ.jpg tessellates her cloak!



























































































































































