










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 50 / 4063% |
Size | huge |
Lifes / Deaths | Killed by Mayarevea the rogue at level 21 on the 32nd Steel 123rd year of Ascendancy at 23:27 1 / 6Killed by elven cultist at level 30 on the 3rd Stralite 123rd year of Ascendancy at 04:14 Killed by Ivymitha the elven guard at level 30 on the 4th Stralite 123rd year of Ascendancy at 05:43 Killed by Eliwyn the cute little bunny at level 40 on the 3rd Acquisition 123rd year of Ascendancy at 15:14 Killed by Argoniel at level 50 on the 44th Steel 124th year of Ascendancy at 10:44 Killed by Elandar at level 50 on the 44th Steel 124th year of Ascendancy at 12:56 |
Antimagic | Follower |
Primary Stats
Strength | 179 (base 62) |
Dexterity | 97 (base 60) |
Constitution | 77 (base 22) |
Magic | 34 (base 12) |
Willpower | 134 (base 65) |
Cunning | 108 (base 38) |
Resources
Psi | 224/224 |
Life | 2701/2701 |
Steam | 100/100 |
Stamina | 507/507 |
Equilibrium | 39 |
Healing Factor | 2.5 |
Regeneration | 238.90055442936 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 14 |
Infravision | 15 |
See Stealth | 89.862337278037 |
See Invisible | 104.86233727804 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 255 |
Accuracy | 85 |
Crit Chance | 108% |
APR | 81 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 9 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +34% |
Light | +27% |
Mind | +31% |
Cold | +26% |
Physical | +34% |
Fire | +34% |
All | +7% |
Offense: Damage Penetration
Nature | +40% |
All | +15% |
Defense: Base
Armour (hardiness) | 227.53696663902 (100%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 92 |
Spell Save | 80 |
Mental Save | 87 |
Defense: Resistances
Acid | + 61%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 70%( 70%) |
All | + 39%( 70%) |
Physical | + 50%( 70%) |
Lightning | + 70%( 70%) |
Light | + 68%( 70%) |
Temporal | + 45%( 70%) |
Mind | + 55%( 70%) |
Darkness | + 55%( 70%) |
Fire | + 59%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 45% |
Blind Resistance | 60% |
Silence Resistance | 10% |
Bleed Resistance | 10% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 960% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 226% efficiency and cooldown mod of 55%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 202% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 42% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.60 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Shield offense | 1.60 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Technique / Shield defense | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Antimagic Shield |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1545. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +6 Con Changes resistances: +15% blight / +9% cold / +6% arcane Changes resistances penetration: +25% nature / +15% all Changes damage: +20% light Reduces incoming crit damage: 5.00% Mental save: +14 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +13.00 Maximum life: +80.00 Light radius: +12 See stealth: +25 See invisible: +25 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +37 (+7 eff.) Armour: +14 Defense: +7 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +5 Wil / +15 Cun Changes resistances: +7% all Physical save: +13 (+2 eff.) Mental save: +15 (+3 eff.) Stamina when hit: +2.70 Equilibrium when hit: +2.60 Only die when reaching: -40.00 life Mindpower: +6 (+1 eff.) A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +4 Physical crit. chance: +16.0% Armour: +3 Fatigue: +5% Changes damage: +12% physical Talent granted: +5 Iron Grip Critical mult.: +11.00% Blindness immunity: +20% Disarm immunity: +120% Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Spell crit. chance: +20% Mental crit. chance: +18% Damage Shield penetration: +30% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Wil / +8 Cun / +5 Con Changes resistances: +15% lightning / +7% all Changes damage: +15% lightning Physical save: +18 (+3 eff.) Mental save: +18 (+4 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. 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. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +4 Effects on melee hit: * 10% chance to reduce all saves and defense by 38 Changes stats: +10 Cun / +10 Dex Changes resistances: +9% blight / +38% cold / +6% light Changes damage: +9% mind / +19% cold Mental save: +15 (+3 eff.) Disease immunity: +10% Cut immunity: +10% Silence immunity: +10% Confusion immunity: +46% Life regen: +20.00 Maximum life: +94.00 Healing mod.: +20% Rings make your fingers look great! |
Around neck | ![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+4 eff.) Fatigue: -9% Changes stats: +20 Lck / +4 Con Changes resistances: +30% blight / +9% temporal / +27% nature / +3% darkness Critical mult.: +10.00% Blindness immunity: +40% Poison immunity: +45% Disease immunity: +50% Life regen: +4.00 Stamina each turn: +1.00 Infravision radius: +6 Sight radius: +2 See invisible: +15 Healing mod.: +24% Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +26 Crit. chance: +23.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage against: +30% Unnatural When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 24% chance to reduce all saves and defense by 38 Changes stats: +17 Str / +10 Dex / +13 Mag / +20 Wil / +11 Cun / +13 Con Changes resistances: +6% acid / +2% physical / +12% lightning Changes damage: +12% fire Blunt and deadly. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +18 (+4 eff.) Armour: +2 Effects on melee hit: * 10 arcane resource burn * 20% chance to reduce all saves and defense by 38 Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +3% cold Critical mult.: +15.00% Trap disarming bonus: +23 Stealth bonus: +15 Physical save: +3 (+0 eff.) Spell save: +27 (+5 eff.) Life regen: +8.13 Only die when reaching: -20.00 life Infravision radius: +5 Healing mod.: +26% Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 184% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +255 Damage Shield penetration (this weapon only): +41% When wielded/worn: Armour penetration: +16 Armour: +30 Fatigue: +8% Damage (Melee): 28 lightning Damage when hit (Melee): 20 lightning / 14 arcane Changes damage: +15% mind Talent granted: +1 Block Critical mult.: +25.00% Stamina each turn: +4.08 Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +28 (+6 eff.) Effects on melee hit: * 24% chance to reduce armor by 14% Changes resistances: +30% lightning / +27% light / +37% blight / +32% fire / +35% nature / +3% darkness Changes damage: +12% lightning / +15% fire Stealth bonus: +15 Physical save: +15 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +22.00 Healing mod.: +38% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Reduces incoming crit damage: 35.00% Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 13 power out of 25/25) : Effective talent level: 3.5 Power cost: 13 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 25 Armour, 36 Defense and your attacks will gain 45% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 129% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.5 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.1 steam per turn. Can be activated for an instant burst of 81 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.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.3 steam per turn. Can be activated for an instant burst of 102 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.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 234 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -768 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 768 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -825 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 825 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -841 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 841 life, 9 duration) 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -857 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 857 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -852 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 852 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 413% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1128% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 964% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 737 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental and physical effect and reduce all damage taken by 39% for 2 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 4 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 37% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 51% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 734.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +1 Armour: +6 Changes resistances: +12% fire / +12% cold Changes damage: +9% cold Critical mult.: +5.00% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 8.8 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 643.98 physical damage in a radius 10 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +10 Cun / +4 Wil Changes resistances: +26% mind / +9% lightning Changes damage: +9% fire Confusion immunity: +40% Mindpower: +30 (+7 eff.) Mental crit. chance: +6% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 5.5 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (109). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Con Changes resistances: +5% arcane / +12% light Changes resistances penetration: +25% mind Critical mult.: +10.00% Mindpower: +15 (+4 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Changes resistances cap: +5% all Physical save: +11 (+2 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Physical save: +11 (+2 eff.) Blindness immunity: +25% Life regen: +8.00 Maximum life: +50.00 Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +3 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 14% * 20% chance to reduce all saves and defense by 38 Changes resistances: +3% mind Changes resistances penetration: +20% acid Changes damage: +6% mind Life regen: +11.00 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum life: +74.00 Maximum psi: +50.00 Mindpower: +5 (+1 eff.) Healing mod.: +14% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 temporal Changes stats: +3 Dex Maximum encumbrance: +22 Mental save: +5 (+1 eff.) Confusion immunity: +20% Stun/Freeze immunity: +24% Life regen: +2.00 Infravision radius: +1 See invisible: +3 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Physical power: +25 (+5 eff.) Changes stats: +4 Str / +4 Dex Disarm immunity: +24% Pinning immunity: +31% Knockback immunity: +20% Maximum life: +31.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Str Changes resistances: +5% arcane Changes resistances penetration: +25% physical Changes damage: +9% physical Physical save: +18 (+3 eff.) Stun/Freeze immunity: +35% Life regen: +5.00 Stamina each turn: +3.00 Rings make your fingers look great! |
![]() Crafted 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 (+8 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. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +30 (+6 eff.) Damage when hit (Melee): 11 arcane Changes resistances: +18% mind / +12% fire Changes resistances penetration: +26% physical Changes damage: +18% mind / +18% acid Damage Shield penetration: +32% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+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 26 power out of 30/30) : Effective talent level: 3.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 3.5 Power cost: 43 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Defense: +10 (+2 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 38 Damage (Melee): 13 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 38 Damage (Ranged): 12 physical Changes stats: +6 Str / +4 Cun / +6 Con Disarm immunity: +20% Pinning immunity: +26% Stun/Freeze immunity: +10% Knockback immunity: +20% Life regen: +4.00 Hate when firing a critical mind attack: +2.00 Maximum life: +34.00 Maximum hate: +7.00 See invisible: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 5.6 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 174% weapon damage. If the attack hits, the target will bleed for 327% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Physical power: +7 (+1 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 4.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Changes stats: +2 Mag Physical save: +9 (+1 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +28% Light radius: +2 Infravision radius: +3 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +4 Wil Mental save: +8 (+2 eff.) Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 7.2 Power cost: 34 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 49% for 5 turns. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Life regen: +6.00 Maximum life: +45.00 Healing mod.: +11% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +16.00 Maximum life: +63.00 Healing mod.: +16% Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +10.00 Maximum life: +40.00 Mindpower: +7 (+2 eff.) Healing mod.: +12% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+0 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +25 (+5 eff.) Armour: +8 Effects on melee hit: * 20% chance to reduce armor by 14% Changes resistances: +40% nature / +3% light Changes resistances penetration: +10% physical Changes damage: +20% nature / +8% all Disarm immunity: +41% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +41.00 Spellpower: +18 (+3 eff.) Mindpower: +12 (+3 eff.) Rings make your fingers look great! |
![]() voratun ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Damage (Melee): 35 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 38 Damage (Ranged): 23 physical Changes stats: +7 Cun 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 17 cooldown : Effective talent level: 8.8 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 193% weapon damage. If the attack hits, the target will bleed for 359% weapon damage over 7 turns, and all healing will be reduced by 83%. Rings make your fingers look great! |
![]() manaburning voratun battleaxe of enduring (169% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 34 arcane resource burn When wielded/worn: Changes stats: +14 Con / +21 Wil Maximum life: +80.00 Massive two-handed battleaxes. |
![]() quick voratun dagger of torment (145% power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +25 (+5 eff.) Changes stats: +6 Dex Combat speed: +10% Sharp, short and deadly. |
![]() caustic elm longbow of dexterity (+5) Requires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (radius 2) on crit: +20 acid / +20 nature When wielded/worn: Armour penetration: +11 Changes stats: +5 Dex Changes resistances penetration: +12% acid / +9% physical / +14% nature Longbows are used to shoot arrows at your foes. |
![]() swiftstrike elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Travel speed: +200% When wielded/worn: Changes stats: +5 Cun Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 nature When wielded/worn: Physical crit. chance: +11.0% Physical power: +23 (+5 eff.) Changes stats: +7 Dex / +6 Con Changes resistances: +6% fire Changes resistances penetration: +25% physical Changes damage: +15% physical Disarm immunity: +17% Sharp, long, and deadly. |
![]() Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+8 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() flaming voratun longsword of rage (152% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +24 (+5 eff.) Changes stats: +11 Str Changes damage: +11% physical Sharp, long, and deadly. |
![]() plaguebringer's voratun longsword of rage (151% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +20 blight When wielded/worn: Accuracy: +22 (+4 eff.) Changes stats: +8 Str Changes damage: +12% physical Disease immunity: +35% Sharp, long, and deadly. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +12 light When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Changes stats: +8 Con / +5 Wil Changes resistances: +3% lightning Changes resistances penetration: +10% light / +6% all Maximum life: +33.00 Sharp, long, and deadly. |
![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+2 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +26 acid / +21 nature When wielded/worn: Accuracy: +38 (+7 eff.) Armour penetration: +23 Changes stats: +5 Dex Changes resistances: +6% blight / +3% darkness Changes resistances penetration: +15% acid / +12% physical / +18% nature Reduces incoming crit damage: 10.00% Pinning immunity: +20% Only die when reaching: -20.00 life Maximum life: +60.00 Combat speed: +10% Blunt and deadly. |
![]() Ureslak's Femur (164% power, 5 apr) Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() enhanced voratun mace of enduring (159% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +13 Dex / +13 Mag / +28 Wil / +10 Cun / +25 Con Maximum life: +110.00 Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 174% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +13 Defense: +14 (+3 eff.) Effects on melee hit: * 24% chance to slow global speed by 67% Damage when hit (Melee): 4 light Changes stats: +13 Str / +13 Dex / +13 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances: +15% nature / +3% acid Changes resistances penetration: +15% physical / +15% nature / +5% light Disarm immunity: +50% Blunt and deadly. |
![]() Shadowbraid (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +24 darkness When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +9 Physical crit. chance: +10.9% Physical power: +25 (+5 eff.) Defense: +41 (+8 eff.) Changes resistances: +7% arcane Talent granted: +1 Attune Mindstar Mental save: +9 (+2 eff.) Only die when reaching: -100.00 life Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +27% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's living mindstar (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +25% mind Talent granted: +1 Attune Mindstar Mental save: +10 (+2 eff.) Psi each turn: +1.40 Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying living mindstar of flames (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire / 15 mind / 15 darkness Changes resistances: +20% fire Changes resistances penetration: +17% fire Changes damage: +14% fire / +10% mind / +10% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's living mindstar of disruption (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural When wielded/worn: Changes resistances: +9% blight Changes damage: +5% nature Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() ranger's drakeskin leather sling of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +7 Dex / +15 Wil / +15 Con Maximum life: +109.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 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." |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +4 Cun Changes damage: +30% light / +15% mind Talent granted: +1 Command Staff Critical mult.: +20.88% Mental save: +19 (+4 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Mindpower: +30 (+7 eff.) Mental crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone magestaff (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +25 (+4 eff.) Spell crit. chance: +5% See invisible: +18 Staves designed for wielders of magic, by the greats of the art. |
![]() short dragonbone vilestaff of breaching (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() acidic voratun steamsaw of resilience (151% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 152% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Maximum life: +96.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() windwalling voratun steamsaw of earthen fury (65% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +100 Attacks use: 1.0 Steam When used to attack (with talents): On weapon hit: * Deal physical damage equal to your armor (228) Damage (Melee): +30 physical When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +17% physical Talent granted: +3 Block Slows Projectiles: +40% Bonus block near projectiles: +110 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +33 (+6 eff.) Damage when hit (Melee): 6 arcane Changes stats: +14 Dex Mental save: +3 (+1 eff.) Blindness immunity: +20% Disease immunity: +10% Silence immunity: +20% Combat speed: +20% One-handed war axes. |
![]() acidic voratun waraxe of massacre (167% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
![]() hateful voratun waraxe of the mystic (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +17 darkness Damage against: +20% Living When wielded/worn: Changes stats: +11 Mag / +11 Wil Spellpower: +15 (+2 eff.) One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 26 power out of 30/30) : Effective talent level: 7.2 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 70 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Glintrigor the drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 14 mind / 6 acid Changes stats: +11 Cun Changes resistances: +9% nature Changes damage: +24% light Critical mult.: +27.20% Hate when firing a critical mind attack: +6.80 Maximum life: +70.00 Maximum hate: +6.00 Maximum psi: +50.00 Mental crit. chance: +3% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +5 Cun / +5 Con Changes damage: +6% cold Critical mult.: +20.00% Physical save: +10 (+2 eff.) Mental save: +12 (+3 eff.) Equilibrium when hit: +0.08 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 67% Changes resistances: +15% fire / +15% light / +13% cold Changes resistances penetration: +15% nature Changes damage: +9% nature Critical mult.: +27.00% A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +12 Cun / +10 Wil Changes resistances: +3% light / +9% cold / +3% darkness / +5% arcane Changes damage: +6% fire Damage against: +62% Summoned Reduced damage from: +47% Summoned Physical save: +10 (+2 eff.) Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances penetration: +10% physical Changes damage: +11% physical Mental save: +7 (+2 eff.) Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +3 (+0 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +20% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Mag / +3 Wil Changes resistances: +2% physical / +18% temporal / +3% nature / +27% darkness Changes damage: +3% light Spell save: +11 (+2 eff.) Mental save: +6 (+2 eff.) Maximum life: +85.00 Maximum mana: +58.00 Defense after a teleport: +25 Resist all after a teleport: +14% New effects duration reduction after a teleport: +20% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 4.5 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 81 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +32 (+7 eff.) Changes stats: +1 Con Changes damage: +9% fire Physical save: +9 (+1 eff.) Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Defense: +3 (+0 eff.) Changes stats: +2 Str / +6 Mag / +10 Wil / +6 Cun / +6 Con Changes resistances penetration: +15% physical Critical mult.: +27.00% Stealth bonus: +14 Physical save: +6 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 67% * 20 arcane resource burn Damage when hit (Melee): 2 cold Changes stats: +2 Cun Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Dex / +3 Wil / +4 Cun / +3 Con Talent mastery: +0.20 Technique / Combat training Spell save: +6 (+1 eff.) Stamina each turn: +0.50 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +3 Defense: +3 (+0 eff.) Changes stats: +4 Dex / +2 Wil / +3 Cun Changes resistances: +15% light Changes damage: +6% light / +12% physical Critical mult.: +10.00% Stamina each turn: +3.03 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Defense: +3 (+0 eff.) Changes stats: +3 Str Changes resistances: +9% acid / +8% lightning / +14% blight / +8% cold / +25% nature / +9% fire Physical save: +12 (+2 eff.) Mental save: +12 (+3 eff.) Life regen: +10.00 Only die when reaching: -50.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes stats: +1 Cun / +2 Dex Changes resistances: +2% physical Stamina each turn: +1.00 Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +7 (+1 eff.) Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Physical save: +6 (+1 eff.) Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -6% Changes resistances: +16% darkness Changes resistances penetration: +11% darkness Changes damage: +17% darkness Stealth bonus: +11 Maximum life: +48.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() spellcowled elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Mag / +10 Wil Spell save: +15 (+3 eff.) Maximum mana: +76.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() stargazer's elven-silk robe of protection (5 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +4 Cun Changes resistances: +15% all Changes damage: +24% light / +30% darkness Physical save: +30 (+6 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Cun / +6 Wil Changes resistances: +18% fire / +6% light / +16% temporal Physical save: +15 (+3 eff.) Spell save: +19 (+3 eff.) Mental save: +13 (+3 eff.) Disease immunity: +21% Stun/Freeze immunity: +21% Teleport immunity: +21% Only die when reaching: -82.75 life Maximum life: +80.00 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 43 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Effects on melee hit: * 20% chance to slow global speed by 67% Effects when hit in melee: * 31% chance to reduce strength, dexterity, and constitution by 5 * 29% chance to reduce damage dealt by 31% Changes stats: +3 Cun / +4 Dex Changes resistances: +3% acid / +12% cold / +9% lightning Changes damage: +9% cold Stamina each turn: +1.40 Maximum life: +39.00 Maximum stamina: +27.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 5.9 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 210% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +3 Effects on melee hit: * 10% chance to reduce armor by 14% Changes stats: +2 Cun / +3 Con Changes resistances: +9% blight / +6% fire / +6% nature / +6% cold Changes damage: +3% acid Physical save: +16 (+3 eff.) Mental save: +19 (+4 eff.) Stamina each turn: +0.70 Maximum stamina: +26.00 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Changes stats: +3 Cun Changes resistances: +3% mind Physical save: +3 (+0 eff.) Only die when reaching: -60.00 life Maximum life: +60.00 Healing mod.: +5% A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 mind / 8 fire Changes resistances: +3% cold Changes resistances penetration: +5% fire Changes damage: +9% mind Life regen: +2.00 Healing mod.: +11% A pair of boots made of leather. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+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! |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() blood-soaked pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 A pair of boots made of leather. |
![]() insulating pair of voratun boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con Changes resistances: +14% fire / +15% cold It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 4.0 Power cost: 22 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +2 Wil Changes damage: +12% arcane Mental save: +9 (+2 eff.) Life regen: +6.00 Maximum hate: +8.00 Spellpower: +5 (+1 eff.) Mental crit. chance: +4% Healing mod.: +31% A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +1 Changes resistances: +6% lightning / +6% temporal Changes damage: +6% fire Critical mult.: +10.00% Maximum stamina: +10.00 A pair of boots made of leather. |
![]() pair of voratun boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 5.6 Power cost: 22 out of 25/25. Range: 10 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Maximum encumbrance: +34 Physical save: +15 (+3 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 21% chance to slow global speed by 67% Changes stats: +6 Str / +5 Mag Changes resistances: +4% physical / +9% darkness / +15% temporal / +6% mind / +5% arcane Life regen: +9.00 Stamina each turn: +2.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Power: 140% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +10 Damage (Melee): 8 lightning / 8 physical Changes resistances: +16% lightning Changes damage: +7% lightning / +5% physical Physical save: +12 (+2 eff.) Life regen: +4.00 Stamina each turn: +0.70 Psi each turn: +0.22 Maximum stamina: +30.00 When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +10 physical Damage (radius 2) on crit: +10 lightning / +6 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 21 power out of 24/24) : Effective talent level: 3.5 Power cost: 21 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 639.76 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Changes resistances: +9% blight / +11% darkness / +11% arcane Damage affinity(heal): +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +17 (+3 eff.) Mental save: +9 (+2 eff.) Maximum life: +50.00 When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +18 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +49% Life regen: +8.00 Stamina each turn: +1.60 Maximum stamina: +26.00 When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Nightmare (10% chance level 5). Damage (Melee): +13 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 5.6 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 22% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +7 Defense: +15 (+3 eff.) Changes stats: +3 Con Changes resistances: +5% arcane Physical save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +8 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +3 Dex Changes damage: +5% physical When used to modify unarmed attacks: Power: 123% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Physical power: +7 (+1 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 17 arcane resource burn Changes resistances: +7% blight Spell save: +18 (+3 eff.) When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +8.0% Attack speed: 83% On weapon hit: * 12% chance to reduce armor by 14% * 13% chance to slow global speed by 67% * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +8 (+2 eff.) Armour: +3 Defense: +20 (+4 eff.) Fatigue: +5% Changes stats: +3 Str / +4 Con Changes resistances: +1% physical Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
![]() 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: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +4 Str Changes resistances: +3% acid / +7% fire / +6% cold Changes resistances penetration: +10% acid Changes damage: +12% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Changes stats: +5 Str / +10 Wil / +8 Cun / +5 Con / +17 Lck Changes resistances penetration: +10% light Stamina each turn: +3.06 Spell crit. chance: +7% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Con Changes resistances: +6% blight Changes resistances penetration: +10% fire Spell save: +3 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +6 Cun Changes resistances: +6% lightning / +5% arcane Changes damage: +9% lightning Infravision radius: +2 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +15 (+3 eff.) Armour: +7 Defense: +15 (+3 eff.) Fatigue: +1% Changes stats: +2 Cun / +3 Dex Changes resistances: +6% acid Changes resistances penetration: +15% physical A cap made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+2 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +17% light / +12% darkness / +3% mind Pinning immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 8 nature Changes stats: +9 Str / +8 Dex / +9 Cun / +9 Con Changes resistances penetration: +25% light / +25% mind Changes damage: +9% mind Light radius: +3 A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 16 power out of 45/45) : Effective talent level: 3.5 Power cost: 16 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 34.06 mind and 27.82 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 28% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 28. Terrified: Deals 8.51 mind and 6.95 darkness damage per turn and increases cooldowns by 44%. Haunted: Causes the target to suffer 13.35 mind and 10.90 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 34 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() aegis elven-silk wizard hat of blight (+19%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +19% blight Changes damage: +19% blight Life regen: +6.00 Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +11 Physical crit. chance: +4.0% Armour: +15 Fatigue: +5% Changes stats: +5 Str / +10 Dex / +11 Wil Changes resistances: +14% nature Spell save: +10 (+2 eff.) Maximum life: +82.00 Healing mod.: +20% A cap made of leather. |
![]() elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Mag / +7 Wil Spellpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 fire Changes stats: +4 Str / +2 Dex / +4 Cun / +6 Con Changes resistances: +3% acid / +6% fire / +3% cold / +4% all Physical save: +9 (+1 eff.) Stamina when hit: +1.10 Equilibrium when hit: +0.90 A hat made of leather. Very stylish. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +5% temporal Reduces incoming crit damage: 5.00% Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +1 Mag / +3 Con Changes resistances penetration: +15% mind Critical mult.: +20.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +10 (+2 eff.) Defense: +1 (+0 eff.) Changes stats: +4 Cun / +1 Str Critical mult.: +5.00% Mental save: +6 (+2 eff.) Stamina each turn: +1.00 Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
![]() prismatic voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con Changes resistances: +20% light / +18% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Cun / +3 Wil Changes resistances penetration: +15% acid Changes damage: +9% temporal Equilibrium when hit: +0.12 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% A cap made of leather. |
![]() stabilizing drakeskin leather hat of precognition (12 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun Physical save: +25 (+5 eff.) A hat made of leather. Very stylish. |
![]() voratun helm of the bounder (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 5.9 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1146.2 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() drakeskin leather armour 'Chamoyon' (33 def, 33 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +33 Defense: +33 (+7 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes stats: +5 Cun / +2 Mag Changes resistances: +30% cold / +27% fire / +7% arcane / +30% physical Changes damage: +3% blight Critical mult.: +20.00% Mental save: +25 (+5 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Spell crit. chance: +5% Light radius: +2 A suit of armour made of leather. |
![]() marauder's hardened leather armour of resilience (16 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +16 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +7 Dex Physical save: +14 (+2 eff.) Maximum life: +44.00 A suit of armour made of leather. |
![]() reinforced leather armour of Eyal (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Life regen: +8.00 Maximum life: +51.00 Healing mod.: +18% A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+8 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 22 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() enlightening voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +9 Cun / +9 Wil Mental save: +25 (+5 eff.) A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Fatigue: +22% Life regen: +5.00 Maximum life: +24.00 Healing mod.: +12% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +10 Str / +8 Wil / +5 Cun Changes resistances: +36% acid / +14% physical / +19% darkness / +30% cold / +6% mind Changes resistances penetration: +20% light Physical save: +9 (+1 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +20% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() prismatic voratun plate armour of lightning resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +30% lightning / +20% light / +18% darkness A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Life regen: +5.00 Stamina each turn: +0.90 Maximum life: +38.00 Healing mod.: +12% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Fatigue: +22% Damage when hit (Melee): 2 blight Changes resistances: +7% acid / +17% fire / +6% blight / +7% cold Changes damage: +6% arcane / +6% blight Allows you to breathe in: water A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +4 Str / +3 Mag / +2 Cun / +1 Con Changes resistances: +7% acid / +17% physical / +11% lightning / +10% fire / +8% mind / +9% cold Talent cooldown: Rush (-5 turns) Physical save: +20 (+4 eff.) Mental save: +14 (+3 eff.) Disarm immunity: +28% Stun/Freeze immunity: +24% Knockback immunity: +26% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Armour: +16 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 67% Changes resistances: +12% acid / +25% physical / +12% blight / +43% fire / +11% lightning / +15% cold Talent cooldown: Rush (-5 turns) Critical mult.: +5.00% Physical save: +25 (+5 eff.) Disarm immunity: +40% Stun/Freeze immunity: +38% Knockback immunity: +40% Life regen: +11.00 Stamina each turn: +2.00 Maximum life: +80.00 Healing mod.: +20% A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+4 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 21 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 102.28 to 127.85 light damage (based on Willpower and Cunning) Activation costs 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +278 When wielded/worn: Armour: +18 Fatigue: +8% Changes stats: +5 Con Talent granted: +1 Block Physical save: +8 (+1 eff.) Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 162% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +8 Fatigue: +8% Changes stats: +5 Str / +2 Dex Changes resistances: +9% acid / +7% fire / +9% lightning / +8% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 173% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +367 Damage (Melee): +26 arcane When wielded/worn: Armour: +22 Fatigue: +8% Changes stats: +7 Con Changes resistances: +39% acid Talent granted: +1 Block Physical save: +36 (+7 eff.) Mental save: +15 (+3 eff.) Disarm immunity: +26% Confusion immunity: +26% Healing mod.: +26% Handheld deflection devices. |
![]() voratun shield of patience (0 def, 10 armour, 175% power, 196 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 175% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +196 When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +18% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (185) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() voratun shield of patience (0 def, 10 armour, 178% power, 197 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +197 When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +20% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 26 cooldown : Effective talent level: 5.5 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (228) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() deadly quiver of dragonbone arrows of crippling (4/19, 186% power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 187% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +23.0% Capacity: 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() psychokinetic quiver of elven-wood arrows (23/23, 153% power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 153% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 23 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 260 physical damage Damage (Ranged): +50 physical Arrows are used with bows to pierce your foes to death. |
![]() quiver of dragonbone arrows (21/21, 165% power, 18 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +4 Cun / +3 Str Changes resistances penetration: +10% temporal / +16% physical Changes damage: +9% temporal / +18% cold Maximum life: +30.00 Maximum stamina: +25.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +2 Str / +5 Mag Changes resistances: +12% lightning / +9% cold Changes damage: +6% physical Physical save: +29 (+5 eff.) Spell save: +11 (+2 eff.) Mental save: +10 (+2 eff.) Maximum life: +70.00 See invisible: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +15 Armour: +4 Effects on melee hit: * 24% chance to slow global speed by 67% Damage when hit (Melee): 4 nature Changes stats: +12 Str / +6 Cun / +4 Con Changes resistances: +10% fire / +10% darkness / +5% arcane Changes resistances penetration: +10% physical Stamina each turn: +3.55 Light radius: +1 Infravision radius: +6 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 23 cooldown : Effective talent level: 7.2 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +127 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() dream-smith's voratun pickaxe (dig speed 13 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes damage: +12% mind / +15% fire Mental save: +13 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +10% fire Spell save: +6 (+1 eff.) Stun/Freeze immunity: +20% Teleport immunity: +20% Maximum life: +102.00 Maximum stamina: +17.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +10% nature Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +6% darkness / +3% cold Changes damage: +3% light Maximum life: +103.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +3.0% Physical power: +15 (+3 eff.) Damage when hit (Melee): 6 light Changes resistances: +4% physical Changes resistances penetration: +15% all Changes damage: +18% light Only die when reaching: -60.00 life Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 14% Changes stats: +3 Cun / +1 Wil Changes resistances: +6% acid / +3% light Reduces incoming crit damage: 15.00% Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(173 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 234.33 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +8 Wil Changes damage: +24% mind / +15% darkness Critical mult.: +16.00% Mental save: +6 (+2 eff.) Maximum psi: +30.00 Mental crit. chance: +4% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% fire / +3% darkness / +3% all Changes damage: +9% lightning Spell save: +6 (+1 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Changes resistances penetration: +12% all Maximum life: +63.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% blight / +3% all Spell save: +8 (+1 eff.) Life regen: +4.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 43 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 4.5 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 3.5 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 49] amazing fiery salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 226% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (49% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
amazing frost salve [power 49] amazing frost salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 226% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (49% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
amazing healing salve [power 711] amazing healing salve [power 711]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 226% efficiency and 55% cooldown modifier. It can be used to heal 711 Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve. |
amazing pain suppressor salve [power 622] amazing pain suppressor salve [power 622]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 226% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -622 life and reduces all damage by 26% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing water salve [power 49] amazing water salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 226% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (49% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() pouch of voratun shots of disruption (23/23, 168% power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 169% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+5 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Stamina each turn: +0.50 Mana each turn: +0.50 Psi each turn: +0.50 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
![]() innervating voratun torque of gale force [power 475] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 636 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 59% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% darkness Changes damage: +9% temporal Reduces incoming crit damage: 15.00% Disease immunity: +20% Life regen: +4.00 Healing mod.: +20% It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 255 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature / 4 light Changes resistances: +9% nature / +9% light Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 446 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 30% for 2 turns. * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 67% 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 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 43 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused 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 Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Mag / +1 Wil / +1 Cun Changes resistances: +6% blight It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 30. * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 131 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +3.0% Changes stats: +1 Dex Changes resistances penetration: +15% acid It can be used to fire a magical bolt dealing 132 cold damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By chunkus the Dwarf Bulwark level 50
33rd Dearth 123rd year of Ascendancy at 17:37 see stats
By chunkus the Dwarf Bulwark level 48
33rd Profit 123rd year of Ascendancy at 08:20 see stats
By chunkus the Dwarf Bulwark level 50
23rd Steel 124th year of Ascendancy at 09:44 see stats
By chunkus the Dwarf Bulwark level 46
28th Profit 123rd year of Ascendancy at 09:07 see stats
By chunkus the Dwarf Bulwark level 23
17th Gold 123rd year of Ascendancy at 16:50 see stats
By chunkus the Dwarf Bulwark level 50
21st Wealth 123rd year of Ascendancy at 11:10 see stats
By chunkus the Dwarf Bulwark level 50
20th Shortage 123rd year of Ascendancy at 02:28 see stats
By chunkus the Dwarf Bulwark level 50
35th Dearth 123rd year of Ascendancy at 00:49 see stats
By chunkus the Dwarf Bulwark level 50
16th Wealth 123rd year of Ascendancy at 23:18 see stats
By chunkus the Dwarf Bulwark level 34
31st Stralite 123rd year of Ascendancy at 12:01 see stats
By chunkus the Dwarf Bulwark level 11
37th Dearth 122nd year of Ascendancy at 13:40 see stats
By chunkus the Dwarf Bulwark level 49
13rd Wealth 123rd year of Ascendancy at 06:57 see stats
By chunkus the Dwarf Bulwark level 31
5th Stralite 123rd year of Ascendancy at 21:05 see stats
By chunkus the Dwarf Bulwark level 50
44th Steel 124th year of Ascendancy at 16:33 see stats
By chunkus the Dwarf Bulwark level 24
23rd Gold 123rd year of Ascendancy at 00:21 see stats
By chunkus the Dwarf Bulwark level 37
38th Stralite 123rd year of Ascendancy at 09:51 see stats
By chunkus the Dwarf Bulwark level 47
30th Profit 123rd year of Ascendancy at 00:19 see stats
By chunkus the Dwarf Bulwark level 50
40th Steel 124th year of Ascendancy at 13:14 see stats
By chunkus the Dwarf Bulwark level 42
1st Profit 123rd year of Ascendancy at 05:30 see stats
By chunkus the Dwarf Bulwark level 48
11st Wealth 123rd year of Ascendancy at 16:14 see stats
By chunkus the Dwarf Bulwark level 30
2nd Stralite 123rd year of Ascendancy at 10:52 see stats
By chunkus the Dwarf Bulwark level 50
21st Wealth 123rd year of Ascendancy at 12:32 see stats
By chunkus the Dwarf Bulwark level 50
9th Steel 124th year of Ascendancy at 23:09 see stats
By chunkus the Dwarf Bulwark level 10
28th Dearth 122nd year of Ascendancy at 17:31 see stats
By chunkus the Dwarf Bulwark level 20
9th Shortage 122nd year of Ascendancy at 06:42 see stats
By chunkus the Dwarf Bulwark level 30
2nd Stralite 123rd year of Ascendancy at 09:19 see stats
By chunkus the Dwarf Bulwark level 40
2nd Acquisition 123rd year of Ascendancy at 16:47 see stats
By chunkus the Dwarf Bulwark level 50
13rd Wealth 123rd year of Ascendancy at 06:57 see stats
By chunkus the Dwarf Bulwark level 39
1st Acquisition 123rd year of Ascendancy at 10:52 see stats
By chunkus the Dwarf Bulwark level 50
23rd Steel 124th year of Ascendancy at 08:09 see stats
By chunkus the Dwarf Bulwark level 50
44th Steel 124th year of Ascendancy at 16:31 see stats
By chunkus the Dwarf Bulwark level 50
24th Iron 124th year of Ascendancy at 05:23 see stats
By chunkus the Dwarf Bulwark level 21
33rd Steel 123rd year of Ascendancy at 16:28 see stats
By chunkus the Dwarf Bulwark level 31
7th Stralite 123rd year of Ascendancy at 14:50 see stats
By chunkus the Dwarf Bulwark level 47
29th Profit 123rd year of Ascendancy at 19:34 see stats
By chunkus the Dwarf Bulwark level 39
1st Voratun 123rd year of Ascendancy at 05:25 see stats
By chunkus the Dwarf Bulwark level 26
24th Gold 123rd year of Ascendancy at 17:44 see stats
By chunkus the Dwarf Bulwark level 50
13rd Wealth 123rd year of Ascendancy at 08:34 see stats
By chunkus the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 19:39 see stats
By chunkus the Dwarf Bulwark level 30
3rd Stralite 123rd year of Ascendancy at 04:10 see stats
By chunkus the Dwarf Bulwark level 6
24th Dearth 122nd year of Ascendancy at 18:49 see stats
By chunkus the Dwarf Bulwark level 50
8th Iron 124th year of Ascendancy at 23:33 see stats
By chunkus the Dwarf Bulwark level 50
33rd Dearth 123rd year of Ascendancy at 18:02 see stats
By chunkus the Dwarf Bulwark level 15
9th Loss 122nd year of Ascendancy at 00:54 see stats
By chunkus the Dwarf Bulwark level 50
11st Dearth 123rd year of Ascendancy at 06:56 see stats
By chunkus the Dwarf Bulwark level 23
11st Gold 123rd year of Ascendancy at 03:44 see stats
By chunkus the Dwarf Bulwark level 18
1st Shortage 122nd year of Ascendancy at 11:15 see stats
By chunkus the Dwarf Bulwark level 46
27th Profit 123rd year of Ascendancy at 06:30 see stats
By chunkus the Dwarf Bulwark level 50
33rd Dearth 123rd year of Ascendancy at 17:51 see stats
Log
Curse of Death from Argoniel hits chunkus for (42 antimagic), 0 darkness (0 total damage).
Curse of Death from Argoniel hits chunkus for (42 antimagic), 0 darkness (0 total damage).
Curse of Death from Argoniel hits chunkus for (42 antimagic), 0 darkness (0 total damage).
Chunkus is no longer cursed.
Talent Block is ready to use.
Chunkus picks up (0.): schematic: Iron Grip.
Resting starts...
Talent Shield Pummel is ready to use.
Chunkus is no longer attuned.
Talent Resilience of the Dwarves is ready to use.
Chunkus is free from the hex.
Talent Assault is ready to use.
Talent Infusion: Movement is ready to use.
Talent Repulsion is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
You pickup 0.80 gold pieces.
You pickup 0.55 gold pieces.
You pickup 1.80 gold pieces.
Talent Blinding Speed is ready to use.
Chunkus picks up ( .): pearl.
Ran for 16 turns (stop reason: interesting terrain).
Chunkus picks up ( .): windwalling voratun steamsaw of earthen fury (65% power, 0 apr).