Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.3.0Donators/Buyers bonus! Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.4.4Official 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:
Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Kruk Shalore |
| Class | Berserker |
| Level / Exp | 50 / 358% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinogalaith the ritch larva at level 18 on the 16th Revenge 124th year of Ascendancy at 18:45 0 / 8Killed by orc corruptor at level 19 on the 20th Revenge 124th year of Ascendancy at 11:56 Killed by High Sun Paladin Aeryn at level 31 on the 7th Dearth 124th year of Ascendancy at 09:43 Killed by High Sun Paladin Aeryn at level 31 on the 7th Dearth 124th year of Ascendancy at 11:15 Killed by champion of Urh'Rok at level 37 on the 13rd Loss 124th year of Ascendancy at 23:09 Killed by Forgery of Haze (Aerann the steam giant guard) at level 39 on the 23rd Loss 124th year of Ascendancy at 05:44 Killed by High Sun Paladin Aeryn at level 43 on the 49th Destruction 124th year of Ascendancy at 19:19 Killed by venom wyrm at level 50 on the 7th Revenge 125th year of Ascendancy at 09:38 |
Primary Stats
| Strength | 152 (base 60) |
| Dexterity | 101 (base 60) |
| Constitution | 83 (base 60) |
| Magic | 12 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 52 (base 29) |
Resources
| Life | -54/1912 |
| Stamina | 109/264 |
| Healing Factor | 0.61111111111111 |
| Regeneration | 116.88045128154 |
Speed
| Mental | +34.444444444444% |
| Attack | 0% |
| Movement | +44.444444444444% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 5 |
| Infravision | 14 |
| See Stealth | 25 |
| See Invisible | 25 |
| ESP Range | 30 |
| ESP Kinds | humanoid, horror, animal/canine, giant |
Offense: Mainhand
| Damage | 306 |
| Accuracy | 66 |
| Crit Chance | 130% |
| APR | 49 |
| Speed | 0.74 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| All | +18% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 64.92452284473 (100%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 86 |
| Spell Save | 27 |
| Mental Save | 35 |
Defense: Resistances
| All | + 35%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 816 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 572 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Superiority | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 0.80 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Berserker Rage |
| talent | Shattering Impact |
| talent | Onslaught |
| talent | Chant of Fortitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is infected by a disease, doing 77.12 blight damage per turn and reducing healing received by 69%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| beneficial effect | The target is attuned to the wild, increasing all damage affinity by 18%. Primal Attunement |
| beneficial effect | Increases stamina regeneration by 22, movement and attack speed by 34%. Relentless Fury |
| beneficial effect | A flow of life spins around the target, regenerating 163.16 life per turn. Regeneration |
| detrimental effect | The target has been splashed with acid, taking 21.50 acid damage per turn, reducing armour by 31 and attack by 27. Acid Splash |
| beneficial effect | Increases critical hit chance by 50%. Berserker Rage |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
| beneficial effect | The target is recovering 39 life each turn. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. Steam Powered Boots (8 def, 15 armour) (On feet)] Steam Powered Boots (8 def, 15 armour)Steam Powered Boots (8 def, 15 armour) Requires: - Talent 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! The set is complete. When wielded/worn: Armour: +15 (-) Defense: +8 (+2 eff.) (-) Fatigue: +8% (-) Changes stats: +8(-) Str / +10(-) Dex Changes damage: +10%(-) fire Pinning immunity: +100% (-) Generate 7 steam each time you walk. Boots. But with steam power! |
| Light source | [vs. dwarven lantern 'Eloreba' (Light source)] dwarven lantern 'Eloreba'dwarven lantern 'Eloreba' Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) (-) Effects on melee hit: * Slows global speed by 40% Damage (Melee): 0(-40) item nature slow Changes stats: +1(-) Str Changes resistances: +3%(-) fire Physical save: +22 (+4 eff.) (-) Light radius: +4 (-) Healing mod.: +30% (-) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | [vs. Steam Powered Helm (3 def, 12 armour) (On head)] Steam Powered Helm (3 def, 12 armour)Steam Powered Helm (3 def, 12 armour) Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Armour: +12 (-) Defense: +3 (+1 eff.) (-) Fatigue: +10% (-) Changes stats: +5(-) Str / +5(-) Con Changes resistances: +10%(-) all Blindness immunity: +100% (-) Infravision radius: +9 (-) Sight radius: +3 (-) See stealth: +25 (-) See invisible: +25 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
| Tool | [vs. Korbek's Spyglass (Tool)] Korbek's SpyglassKorbek's Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) (-) Physical crit. chance: +5.0% (-) Changes stats: +5(-) Cun Infravision radius: +2 (-) Sight radius: +1 (-) This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | [vs. Glory of the Pride (On fingers, 1 of 2)] Glory of the PrideGlory of the Pride Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) (-) Physical power: +10 (+1 eff.) (-) Armour: +10 (-) Armour Hardiness: +20% (-) Defense: +5 (+1 eff.) (-) Fatigue: -15% (-) Changes damage: +8%(-) physical Talents cooldown: Rush (-6(-) turns) Physical save: +45 (+10 eff.) (-) Confusion immunity: +50% (-) Vim when hitting in melee: +0.00 (-) 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. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
| On fingers | [vs. Glory of the Pride (On fingers, 1 of 2)] Ring of the War MasterRing of the War Master Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical power: +0 (+0 eff.) (-10 (-1 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+15%) Changes stats: +3 Str / +3 Dex / +3 Con Changes damage: +0%(-8%) physical Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Shield offense +0.30 Technique / Archery prowess +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Warcries +0.30 Technique / Archery training +0.30 Technique / Dual weapons Talent cooldown: Rush ((+0(+6) turn) Physical save: +0 (+0 eff.) (-45 (-10 eff.)) Confusion immunity: +0% (-50%) Vim when hitting in melee: +0.00 (-) Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
| Around waist | [vs. skylord's drakeskin leather belt of valiance (Around waist)] skylord's drakeskin leather belt of valianceskylord's drakeskin leather belt of valiance Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) (-) Changes stats: +6(-) Str / +4(-) Dex / +10(-) Wil / +5(-) Cun Physical save: +11 (+2 eff.) (-) Spell save: +14 (+7 eff.) (-) Mental save: +25 (+12 eff.) (-) Maximum life: +86.00 (-) Slows Projectiles: +25% (-) A belt that goes around your waist. |
| In main hand | [vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Borosk's Hate (60-96 power, 42 apr)Borosk's Hate (60-96 power, 42 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +42 (-) Physical crit. chance: +30.0% (-) Attack speed: 100% (-) On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10(-) Str / +5(-) Dex / +15(-) Con Talent masteries: +0.20(-) Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. This item has been sent to the Item's Vault. |
| On hands | [vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)] Steam Powered Gauntlets (0 def, 12 armour)Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical crit. chance: +10.0% (-) Armour: +12 (-) Changes stats: +6(-) Str / +6(-) Dex Changes damage: +8%(-) all Critical mult.: +30.00% (-) Disarm immunity: +100% (-) Steam crit. chance: +10% (-) Gauntlets. But with steam power! |
| Main armor | [vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Steam Powered Armour (23 def, 25 armour)Steam Powered Armour (23 def, 25 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical power: +22 (+3 eff.) (-) Armour: +25 (-) Defense: +23 (+7 eff.) (-) Fatigue: +12% (-) Changes stats: +9(-) Str / +6(-) Dex Changes resistances: +25%(-) lightning Talents granted: +5.00(-) Steam Powered Armour Physical save: +55 (+12 eff.) (-) Stun/Freeze immunity: +50% (-) Steampower: +22 (+8 eff.) (-) Maximum steam: +15.00 (-) Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
| Cloak | [vs. Jetpack (10 def, 0 armour) (Cloak)] Jetpack (10 def, 0 armour)Jetpack (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) (-) Defense: +10 (+3 eff.) (-) Changes stats: +6(-) Cun Talents granted: +1.00(-) Rocket Dash Physical save: +10 (+2 eff.) (-) Movement speed: +10% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
| Around neck | [vs. Unflinching Eye (Around neck)] Unflinching EyeUnflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25%(-) light Changes resistances cap: -25%(-) light Change telepathy range by : +10 (-) Grants telepathy: Horror Blindness immunity: +100% (-) Confusion immunity: +50% (-) Infravision radius: +3 (-) Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Inventory
medical injector implant of the warrior (efficiency 232% / cooldown 95%) medical injector implant of the warrior (efficiency 232% / cooldown 95%)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 232% efficiency and cooldown mod of 95%. 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.. |
steam generator implant (steam 7) steam generator implant (steam 7)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: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 11) steam generator implant (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 12) steam generator implant of the duelist (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 14) steam generator implant of the warrior (steam 14)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: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 68 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.. |
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 806 over 5 turns)] (on body, 1 of 2)] regeneration infusion of the wizard (heal 434 over 5 turns)regeneration infusion of the wizard (heal 434 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 434(-382) life over 5(-) turns. Its effects scale with your -Strength, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
movement infusion of the sneak (514% speed; 5 turns) movement infusion of the sneak (514% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+20 for 13 turns, die at -1101) heroism infusion of the duelist (+20 for 13 turns, die at -1101)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 13 turns. While Heroism is active, you will only die when reaching -1101 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+9 for 9 turns, die at -307) heroism infusion of the psychic (+9 for 9 turns, die at -307)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -307 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Unflinching Eye (Around neck)] stabilizing copper amuletstabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +0%(+25%) light / +12% temporal Changes resistances cap: +0%(+25%) light Change telepathy range by : +0 (-10) Grants telepathy: Horror Blindness immunity: +0% (-100%) Confusion immunity: +0% (-50%) Pinning immunity: +20% Knockback immunity: +21% Infravision radius: +0 (-3) Amulets can have magical properties. |
[vs. Unflinching Eye (Around neck)] The Black CoreThe Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness / +0%(+25%) light Changes resistances cap: +0%(+25%) light Change telepathy range by : +0 (-10) Grants telepathy: Horror Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% (-) Confusion immunity: +0% (-50%) Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 (+3) Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
[vs. Unflinching Eye (Around neck)] starlit steel amulet of strength (+2)starlit steel amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +12%(+37%) light / +10% darkness Changes resistances cap: +0%(+25%) light Change telepathy range by : +0 (-10) Grants telepathy: Horror Blindness immunity: +20% (-80%) Confusion immunity: +0% (-50%) Infravision radius: +0 (-3) Amulets can have magical properties. |
[vs. Unflinching Eye (Around neck)] starlit stralite amulet of strength (+6)starlit stralite amulet of strength (+6) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +20%(+45%) light / +18% darkness Changes resistances cap: +0%(+25%) light Change telepathy range by : +0 (-10) Grants telepathy: Horror Blindness immunity: +33% (-67%) Confusion immunity: +0% (-50%) Infravision radius: +0 (-3) Amulets can have magical properties. |
[vs. Unflinching Eye (Around neck)] warrior's stralite amulet of cunning (+5)warrior's stralite amulet of cunning (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Cun Changes resistances: +0%(+25%) light / +5% physical Changes resistances cap: +0%(+25%) light Change telepathy range by : +0 (-10) Grants telepathy: Horror Blindness immunity: +0% (-100%) Confusion immunity: +0% (-50%) Stamina each turn: +0.80 Infravision radius: +0 (-3) Amulets can have magical properties. |
[vs. Unflinching Eye (Around neck)] stabilizing voratun amulet of constitution (+5)stabilizing voratun amulet of constitution (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +0%(+25%) light / +21% temporal Changes resistances cap: +0%(+25%) light Change telepathy range by : +0 (-10) Grants telepathy: Horror Blindness immunity: +0% (-100%) Confusion immunity: +0% (-50%) Pinning immunity: +36% Knockback immunity: +29% Infravision radius: +0 (-3) Amulets can have magical properties. |
[vs. Glory of the Pride (On fingers, 1 of 2)] titan's steel ring of corrosion (+22%)titan's steel ring of corrosion (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical power: +0 (+0 eff.) (-10 (-1 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+15%) Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid / +0%(-8%) physical Talent cooldown: Rush ((+0(+6) turn) Physical save: +6 (+2 eff.) (-39 (-8 eff.)) Confusion immunity: +0% (-50%) Vim when hitting in melee: +0.00 (-) Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Glory of the Pride (On fingers, 1 of 2)] pixie's gold ring of sensingpixie's gold ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical power: +0 (+0 eff.) (-10 (-1 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+15%) Changes stats: +4 Cun / +4 Mag Changes damage: +0%(-8%) physical Talent cooldown: Rush ((+0(+6) turn) Physical save: +0 (+0 eff.) (-45 (-10 eff.)) Blindness immunity: +27% Confusion immunity: +0% (-50%) Vim when hitting in melee: +0.00 (-) Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) Spellpower: +7 (+7 eff.) Infravision radius: +4 See stealth: +8 See invisible: +9 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Glory of the Pride (On fingers, 1 of 2)] Ring of Lost LoveRing of Lost Love Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical power: +0 (+0 eff.) (-10 (-1 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+15%) Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +0%(-8%) physical / +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant Talent cooldown: Rush ((+0(+6) turn) Physical save: +0 (+0 eff.) (-45 (-10 eff.)) Confusion immunity: +0% (-50%) Vim when hitting in melee: +0.00 (-) Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" Tap to cycle through comparison choices |
[vs. Glory of the Pride (On fingers, 1 of 2)] Ring of the DeadRing of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical power: +0 (+0 eff.) (-10 (-1 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+15%) Changes stats: +10 Lck Changes damage: +0%(-8%) physical Talent cooldown: Rush ((+0(+6) turn) Physical save: +10 (+3 eff.) (-35 (-7 eff.)) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Confusion immunity: +0% (-50%) Vim when hitting in melee: +0.00 (-) Only die when reaching: -100.00 life Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) 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. Tap to cycle through comparison choices |
[vs. Glory of the Pride (On fingers, 1 of 2)] MnemonicMnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical power: +0 (+0 eff.) (-10 (-1 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+15%) Changes stats: +8 Wil Changes resistances: +25% mind Changes damage: +0%(-8%) physical Talent mastery: +0.20 Psionic / Mentalism Talent cooldown: Rush ((+0(+6) turn) Physical save: +0 (+0 eff.) (-45 (-10 eff.)) Mental save: +20 (+8 eff.) Confusion immunity: +40% (-10%) Psi each turn: +0.50 Vim when hitting in melee: +0.00 (-) Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) Mindpower: +12 (+6 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. Tap to cycle through comparison choices |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Rod of Sarrilon (30-36 power, 4 apr, temporal element)Rod of Sarrilon (30-36 power, 4 apr, temporal element) Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-30.0 - -60.0) Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-38) Physical crit. chance: +0.0% (-30.0%) Attack speed: 100% (-) On weapon hit: - 25% chance to strike the target again. When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +8 Mag / +7 Wil / +0(-15) Con Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal +0.00(-0.20) Technique / Two-handed assault Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+24 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] ethereal dragonbone magestaff of blasting (30-36 power, 6 apr, arcane element)ethereal dragonbone magestaff of blasting (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-30.0 - -60.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 (-36) Physical crit. chance: +5.0% (-25.0%) Attack speed: 100% (-) On weapon hit: - 25% chance to strike the target again. When wielded/worn: Defense: +18 (+6 eff.) Damage (Melee): 10 % chance of confusion Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Changes damage: +30% arcane Talent mastery: +0.00(-0.20) Technique / Two-handed assault Talent granted: +1 Command Staff Spellpower: +27 (+17 eff.) Spell crit. chance: +12% Damage Shield penetration: +35% It can be used to unleash an elemental blastwave, dealing 58.20 to 69.84 arcane damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] ethereal dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element)ethereal dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-30.0 - -60.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 (-36) Physical crit. chance: +5.0% (-25.0%) Attack speed: 100% (-) On weapon hit: - 25% chance to strike the target again. When wielded/worn: Defense: +18 (+6 eff.) Damage (Melee): 9 % chance of confusion Changes stats: +0(-10) Str / +0(-5) Dex / +2 Mag / +4 Wil / +0(-15) Con Changes damage: +30% acid Talent mastery: +0.00(-0.20) Technique / Two-handed assault Talent granted: +1 Command Staff Maximum mana: +83.00 Spellpower: +26 (+17 eff.) Spell crit. chance: +5% Damage Shield penetration: +36% Staves designed for wielders of magic, by the greats of the art. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4(-11.0 - -17.6) Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 (-33) Physical crit. chance: +9.0% (-21.0%) Attack speed: 100% (-) On weapon hit: + 9% chance to stun or confuse the target - 25% chance to strike the target again. Damage (Melee): +49 light / +49 darkness When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Latafayn (68-108.8 power, 5 apr)Latafayn (68-108.8 power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8(+8.0 - +12.8) Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (-37) Physical crit. chance: +10.0% (-20.0%) Attack speed: 100% (-) On weapon hit: - 25% chance to strike the target again. Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +5(-5) Str / +0(-5) Dex / +3 Cun / +0(-15) Con Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire Talent mastery: +0.00(-0.20) Technique / Two-handed assault It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 (-23) Physical crit. chance: +10.0% (-20.0%) Attack speed: 100% (-) On weapon hit: + 10% chance to send the wielder into a killing frenzy - 25% chance to strike the target again. Damage against: +20% Living When wielded/worn: Changes stats: +15(+5) Str / +5(-) Dex / +15(-) Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20(-) Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] arcing voratun greatsword of massacre (77-123.2 power, 4 apr)arcing voratun greatsword of massacre (77-123.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.0 - 123.2(+17.0 - +27.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-38) Physical crit. chance: +5.0% (-25.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target - 25% chance to strike the target again. Damage (Melee): +23 lightning When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault Massive two-handed swords. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Razorlock (25-37.5 power, 24 apr)Razorlock (25-37.5 power, 24 apr) Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 25.0 - 37.5(-35.0 - -58.5) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 (-18) Physical crit. chance: +5.0% (-25.0%) Attack speed: 100% (-) Block value: +150 On weapon hit: - 25% chance to strike the target again. Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+4 eff.) Fatigue: +13% Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault Talent granted: +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] The Twisted Blade (50-75 power, 24 apr)The Twisted Blade (50-75 power, 24 apr) Requires: - Dexterity 27 - Talent Steam Pool Powered by unknown forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 50.0 - 75.0(-10.0 - -21.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 (-18) Physical crit. chance: +5.0% (-25.0%) Attack speed: 100% (-) Block value: +150 On weapon hit: - 25% chance to strike the target again. On weapon kill: + Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +10% Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +14 (+5 eff.) Fatigue: +15% Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault Talent granted: +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] orichalcum trident of massacre (66.5-106.4 power, 16 apr)orichalcum trident of massacre (66.5-106.4 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 66.5 - 106.4(+6.5 - +10.4) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 (-26) Physical crit. chance: +4.0% (-26.0%) Attack speed: 100% (-) On weapon hit: - 25% chance to strike the target again. When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] plaguebringer's orichalcum trident of daylight (53-84.8 power, 16 apr)plaguebringer's orichalcum trident of daylight (53-84.8 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8(-7.0 - -11.2) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 (-26) Physical crit. chance: +4.0% (-26.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease (+14%) - 25% chance to strike the target again. Damage (Melee): +19 blight / +19 light Damage against: +20% Undead When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault Disease immunity: +24% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Cautery Sword (40-56 power, 10 apr)Cautery Sword (40-56 power, 10 apr) Requires: - Strength 28 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 40.0 - 56.0(-20.0 - -40.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 (-32) Physical crit. chance: +8.0% (-22.0%) Attack speed: 100% (-) On weapon hit: + inflict fire damage based on steampower - 25% chance to strike the target again. When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault Cut immunity: +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Anmalice (47-65.8 power, 20 apr)Anmalice (47-65.8 power, 20 apr) Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8(-13.0 - -30.2) Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 (-22) Physical crit. chance: +7.0% (-23.0%) Attack speed: 100% (-) On weapon hit: + torments the target with many mental effects - 25% chance to strike the target again. On weapon kill: + reduces mental save penalty When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Changes damage: +8% mind Talent mastery: +0.00(-0.20) Technique / Two-handed assault Mental save: -30 (-15 eff.) Mindpower: +9 (+5 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Everpyre Blade (38-53.2 power, 10 apr)Everpyre Blade (38-53.2 power, 10 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2(-22.0 - -42.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 (-32) Physical crit. chance: +18.0% (-12.0%) Attack speed: 100% (-) On weapon hit: - 25% chance to strike the target again. Damage conversion: 50% fire When wielded/worn: Changes stats: +7(-3) Str / +0(-5) Dex / +7 Wil / +0(-15) Con Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Talent mastery: +0.00(-0.20) Technique / Two-handed assault It can be used to activate talent Fire Breath (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 436.01 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Twilight's Edge (47-65.8 power, 7 apr)Twilight's Edge (47-65.8 power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8(-13.0 - -30.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 (-35) Physical crit. chance: +12.0% (-18.0%) Attack speed: 100% (-) On weapon hit: - 25% chance to strike the target again. On weapon crit: + release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4(-6) Str / +0(-5) Dex / +4 Mag / +4 Cun / +0(-15) Con Changes damage: +18% darkness / +18% light Talent mastery: +0.00(-0.20) Technique / Two-handed assault Spellpower: +12 (+10 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] voratun waraxe of crippling (41-57.4 power, 6 apr)This item will automatically be transmogrified when you leave the level. voratun waraxe of crippling (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4(-19.0 - -38.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (-36) Physical crit. chance: +7.0% (-23.0%) Attack speed: 100% (-) On weapon hit: - 25% chance to strike the target again. On weapon crit: + cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault One-handed war axes. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5(-45.0 - -79.5) Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 (-16) Physical crit. chance: +6.0% (-24.0%) Attack speed: 100% (-) On weapon hit: - 25% chance to strike the target again. When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +8 Wil / +0(-15) Con Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption +0.00(-0.20) Technique / Two-handed assault Mental save: +25 (+10 eff.) Maximum psi: +20.00 Mindpower: +14 (+7 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (213 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] DreamweaverDreamweaver Requires: - Willpower 18 - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-37) Physical crit. chance: +0.0% (-30.0%) Attack speed: 100% (-) Dam. multiplier: 110% Firing range: +7 On weapon hit: - 25% chance to strike the target again. Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault Mindpower: +15 (+8 eff.) Mental crit. chance: +7% Steampower: +5 (+2 eff.) It can be used to throw the gun and cause it to explode, dealing by 231 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns, costing 20 power out of 20/20. This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] OverburstOverburst Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 (-22) Physical crit. chance: +0.0% (-30.0%) Attack speed: 100% (-) Dam. multiplier: 120% Firing range: +7 On weapon hit: - 25% chance to strike the target again. + Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] voratun steamgunThis item will automatically be transmogrified when you leave the level. voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 (-14) Physical crit. chance: +0.0% (-30.0%) Attack speed: 100% (-) Firing range: +10 On weapon hit: - 25% chance to strike the target again. Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] voratun steamsaw of purging (40-60 power, 25 apr)This item will automatically be transmogrified when you leave the level. voratun steamsaw of purging (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0(-20.0 - -36.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (-17) Physical crit. chance: +5.0% (-25.0%) Attack speed: 100% (-) Block value: +102 On weapon hit: - 25% chance to strike the target again. + 25% chance to remove a magical effect Damage (Melee): +15 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] Skeletal Claw (55-60.5 power, 8 apr)Skeletal Claw (55-60.5 power, 8 apr) Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5(-5.0 - -35.5) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 (-34) Physical crit. chance: +9.0% (-21.0%) Attack speed: 125% (+25%) When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). On weapon hit: - 25% chance to strike the target again. Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent masteries: +0.25 Corruption / Bone +0.00(-0.20) Technique / Two-handed assault Spellpower: +4 (+4 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 43.56 physical damage, and inflicting bleeding for another 21.78 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
[vs. Borosk's Hate (60-96 power, 42 apr) (In main hand)] drakeskin leather sling of true flightThis item will automatically be transmogrified when you leave the level. drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-42) Physical crit. chance: +0.0% (-30.0%) Attack speed: 125% (+25%) Firing range: +10 On weapon hit: - 25% chance to strike the target again. When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +11.0% Changes stats: +0(-10) Str / +0(-5) Dex / +0(-15) Con Talent mastery: +0.00(-0.20) Technique / Two-handed assault Slings are used to hurl stones or metal shots at your foes. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Frozen Shards (15/25, 32-38.4 power, 15 apr) Frozen Shards (15/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Blackfire Aegis (8 def, 18 armour, 235 block) Blackfire Aegis (8 def, 18 armour, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+8 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Deflector (22 def, 11 armour, 230 block) Deflector (22 def, 11 armour, 230 block)Requires: - Strength 38 - Talent Armour Training (level 2) Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +11 Defense: +22 (+8 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+4 eff.) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Fire Dragon Shield (16 def, 9 armour, 220 block) Fire Dragon Shield (16 def, 9 armour, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+6 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Evermoss Robe (12 def, 0 armour)Evermoss Robe (12 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-3 eff.)) Armour: +0 (-25) Defense: +12 (+4 eff.) (-11 (-3 eff.)) Fatigue: +0% (-12%) Damage when hit (Melee): 35 nature slow Changes stats: +0(-9) Str / +0(-6) Dex / +5 Wil Changes resistances: +25% nature / +0%(-25%) lightning Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Talent granted: +0(+-5) Steam Powered Armour Physical save: +15 (+4 eff.) (-40 (-8 eff.)) Stun/Freeze immunity: +0% (-50%) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% Steampower: +0 (+0 eff.) (-22 (-8 eff.)) Maximum steam: +0.00 (-15.00) This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] The Calm (15 def, 0 armour)The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-3 eff.)) Armour: +0 (-25) Defense: +15 (+5 eff.) (-8 (-2 eff.)) Fatigue: +0% (-12%) Changes stats: +0(-9) Str / +0(-6) Dex / +10 Mag / +8 Wil / +6 Cun Changes resistances: +20%(-5%) lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Talent granted: +0(+-5) Steam Powered Armour Physical save: +0 (+0 eff.) (-55 (-12 eff.)) Stun/Freeze immunity: +0% (-50%) Spellpower: +20 (+14 eff.) Movement speed: +10% Slows Projectiles: +15% Steampower: +0 (+0 eff.) (-22 (-8 eff.)) Maximum steam: +0.00 (-15.00) Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Crimson Robe (12 def, 0 armour)Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-3 eff.)) Armour: +0 (-25) Defense: +12 (+4 eff.) (-11 (-3 eff.)) Fatigue: +0% (-12%) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +0(-9) Str / +0(-6) Dex / +10 Wil / +10 Cun Changes resistances: +0%(-25%) lightning Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Talent granted: +0(+-5) Steam Powered Armour Physical save: +0 (+0 eff.) (-55 (-12 eff.)) Stun/Freeze immunity: +0% (-50%) Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+10 eff.) Mental crit. chance: +9% Steampower: +0 (+0 eff.) (-22 (-8 eff.)) Maximum steam: +0.00 (-15.00) Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Rogue Plight (6 def, 7 armour)Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-3 eff.)) Armour: +7 (-18) Defense: +6 (+2 eff.) (-17 (-5 eff.)) Fatigue: +7% (-5%) Changes stats: +0(-9) Str / +0(-6) Dex / +5 Wil / +4 Con Changes resistances: +35% nature / +0%(-25%) lightning Talent granted: +0(+-5) Steam Powered Armour Reduces incoming crit damage: 30.00% Physical save: +0 (+0 eff.) (-55 (-12 eff.)) Stun/Freeze immunity: +0% (-50%) Steampower: +0 (+0 eff.) (-22 (-8 eff.)) Maximum steam: +0.00 (-15.00) Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] drakeskin leather armour (5 def, 8 armour)drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-3 eff.)) Armour: +8 (-17) Defense: +5 (+1 eff.) (-18 (-6 eff.)) Fatigue: +8% (-4%) Changes stats: +0(-9) Str / +0(-6) Dex Changes resistances: +0%(-25%) lightning Talent granted: +0(+-5) Steam Powered Armour Physical save: +0 (+0 eff.) (-55 (-12 eff.)) Stun/Freeze immunity: +0% (-50%) Steampower: +0 (+0 eff.) (-22 (-8 eff.)) Maximum steam: +0.00 (-15.00) A suit of armour made of leather. |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Chromatic Harness (10 def, 14 armour)Chromatic Harness (10 def, 14 armour) Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-3 eff.)) Armour: +14 (-11) Defense: +10 (+3 eff.) (-13 (-4 eff.)) Fatigue: +16% (+4%) Changes stats: +6(-3) Str / +0(-6) Dex / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20%(-5%) lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Talent granted: +0(+-5) Steam Powered Armour Physical save: +0 (+0 eff.) (-55 (-12 eff.)) Blindness immunity: +50% Stun/Freeze immunity: +25% (-25%) Knockback immunity: +50% Steampower: +0 (+0 eff.) (-22 (-8 eff.)) Maximum steam: +0.00 (-15.00) This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Therapeutic Platemail (4 def, 10 armour)Therapeutic Platemail (4 def, 10 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-3 eff.)) Armour: +10 (-15) Defense: +4 (+1 eff.) (-19 (-6 eff.)) Fatigue: +22% (+10%) Changes stats: +0(-9) Str / +3(-3) Dex / +3 Con Changes resistances: +0%(-25%) lightning / +10% fire / +15% cold Talent granted: +0(+-5) Steam Powered Armour Physical save: +0 (+0 eff.) (-55 (-12 eff.)) Stun/Freeze immunity: +0% (-50%) Healing mod.: +30% Steampower: +10 (+4 eff.) (-12 (-4 eff.)) Maximum steam: +0.00 (-15.00) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Cuirass of the Thronesmen (20 def, 32 armour)Cuirass of the Thronesmen (20 def, 32 armour) Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-3 eff.)) Armour: +32 (+7) Armour Hardiness: +10% Defense: +20 (+6 eff.) (-3 (-1 eff.)) Fatigue: +15% (+3%) Changes stats: +0(-9) Str / +0(-6) Dex / +6 Con Changes resistances: +0%(-25%) lightning / +25% fire / +25% darkness Talent granted: +0(+-5) Steam Powered Armour Physical save: +40 (+9 eff.) (-15 (-3 eff.)) Stun/Freeze immunity: +40% (-10%) Knockback immunity: +40% Healing mod.: -30% Steampower: +0 (+0 eff.) (-22 (-8 eff.)) Maximum steam: +0.00 (-15.00) This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-3 eff.)) Armour: +16 (-9) Defense: +9 (+3 eff.) (-14 (-4 eff.)) Fatigue: +26% (+14%) Changes stats: +0(-9) Str / +0(-6) Dex Changes resistances: +0%(-25%) lightning Talent granted: +0(+-5) Steam Powered Armour Physical save: +0 (+0 eff.) (-55 (-12 eff.)) Stun/Freeze immunity: +0% (-50%) Steampower: +0 (+0 eff.) (-22 (-8 eff.)) Maximum steam: +0.00 (-15.00) A suit of armour made of metal plates. |
[vs. skylord's drakeskin leather belt of valiance (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-6) Str / +0(-4) Dex / +3(-7) Wil / +0(-5) Cun Changes resistances: +20% blight / +20% cold / +20% nature Physical save: +0 (+0 eff.) (-11 (-2 eff.)) Spell save: +0 (+0 eff.) (-14 (-7 eff.)) Mental save: +0 (+0 eff.) (-25 (-12 eff.)) Maximum life: +0.00 (-86.00) Healing mod.: +30% Slows Projectiles: +0% (-25%) A belt rumoured to have been worn by the Conclave healers. |
[vs. Jetpack (10 def, 0 armour) (Cloak)] Yeti-fur Cloak (9 def, 2 armour)Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) (-) Armour: +2 Defense: +9 (+3 eff.) (-1 (+0 eff.)) Changes stats: +0(-6) Cun Changes resistances: +15% cold Talent granted: +0(+-1) Rocket Dash Physical save: +10 (+2 eff.) (-) Movement speed: +0% (-10%) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
[vs. Jetpack (10 def, 0 armour) (Cloak)] marshal's cashmere cloak of the hunter (2 def, 0 armour)marshal's cashmere cloak of the hunter (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 (+6 eff.) Physical power: +0 (+0 eff.) (-5 (+0 eff.)) Defense: +2 (+1 eff.) (-8 (-2 eff.)) Fatigue: -6% Changes stats: +3 Str / +0(-6) Cun / +3 Con Talent granted: +0(+-1) Rocket Dash Physical save: +7 (+1 eff.) (-3 (-1 eff.)) Maximum life: +142.00 Maximum stamina: +14.00 Movement speed: +0% (-10%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Jetpack (10 def, 0 armour) (Cloak)] Cloak of Daggers (10 def, 0 armour)Cloak of Daggers (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+0 eff.) (-) Defense: +10 (+3 eff.) (-) Changes stats: +6(-) Cun Talent granted: +0(+-1) Rocket Dash Physical save: +10 (+2 eff.) (-) Movement speed: +0% (-10%) Has a 50% chance each turn to slash an adjacent enemy for 149 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
[vs. Jetpack (10 def, 0 armour) (Cloak)] Ethereal Embrace (10 def, 0 armour)Ethereal Embrace (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (+0 eff.)) Defense: +10 (+3 eff.) (-) Changes stats: +0(-6) Cun / +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Talent granted: +0(+-1) Rocket Dash Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Movement speed: +0% (-10%) Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 43.56 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
[vs. Jetpack (10 def, 0 armour) (Cloak)] Radiance (15 def, 0 armour)Radiance (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (+0 eff.)) Defense: +15 (+5 eff.) (+5 (+2 eff.)) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +6(-) Cun / +8 Mag Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Talent granted: +0(+-1) Rocket Dash Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spellpower: +8 (+8 eff.) Movement speed: +0% (-10%) It can be used to activate talent Barrier (costing 40 power out of 40/40) : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 114 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
[vs. Jetpack (10 def, 0 armour) (Cloak)] restorative elven-silk cloak of Iron Throne (3 def, 0 armour)restorative elven-silk cloak of Iron Throne (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (+0 eff.)) Defense: +3 (+1 eff.) (-7 (-2 eff.)) Changes stats: +2 Str / +0(-6) Cun / +2 Con Changes resistances: +14% nature / +12% blight Talent granted: +0(+-1) Rocket Dash Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Life regen: +2.10 Movement speed: +0% (-10%) Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Jetpack (10 def, 0 armour) (Cloak)] wyrmwaxed elven-silk cloak (3 def, 0 armour)wyrmwaxed elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (+0 eff.)) Defense: +3 (+1 eff.) (-7 (-2 eff.)) Changes stats: +0(-6) Cun Changes resistances: +9% acid / +7% fire / +10% cold / +7% lightning Talent granted: +0(+-1) Rocket Dash Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Movement speed: +0% (-10%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Steam Powered Boots (8 def, 15 armour) (On feet)] Wanderer's Rest (4 def, 0 armour)Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +0 (-15) Defense: +4 (+1 eff.) (-4 (-1 eff.)) Fatigue: -10% (-18%) Changes stats: +0(-8) Str / +3(-7) Dex Changes resistances: +5% physical Changes damage: +0%(-10%) fire Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% (-) Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 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 away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)] Stralite Sand Shredder (0 def, 1 armour)Stralite Sand Shredder (0 def, 1 armour) Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +1 (-11) Changes stats: +0(-6) Str / +0(-6) Dex Changes damage: +0%(-8%) all Talent granted: +1 Sand Shredder Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-100%) Steam crit. chance: +0% (-10%) Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)] Fist of the Destroyer (8 def, 0 armour)Fist of the Destroyer (8 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +0 (-12) Defense: +8 (+3 eff.) Changes stats: +9(+3) Str / +0(-6) Dex / +3 Cun / +9 Mag Changes damage: +0%(-8%) all Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-100%) Stun/Freeze immunity: +20% Maximum vim: +25.00 Steam crit. chance: +0% (-10%) Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 52.11 fire damage and 48.04 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)] stone warden's drakeskin leather gloves of strength (+4) (0 def, 8 armour)stone warden's drakeskin leather gloves of strength (+4) (0 def, 8 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +12 (+2 eff.) Armour: +8 (-4) Armour Hardiness: +12% Changes stats: +4(-2) Str / +0(-6) Dex / +11 Con Changes resistances: +6% physical Changes damage: +0%(-8%) all Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-100%) Steam crit. chance: +0% (-10%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)] dwarven-steel gauntlets of dispersion (0 def, 2 armour)dwarven-steel gauntlets of dispersion (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +2 (-10) Damage (Melee): 6 arcane Changes stats: +0(-6) Str / +0(-6) Dex / +4 Mag / +5 Wil Changes resistances: +5% arcane Changes damage: +0%(-8%) all Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-100%) Steam crit. chance: +0% (-10%) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)] Ruthless Grip (0 def, 5 armour)Ruthless Grip (0 def, 5 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +5 (-7) Damage (Melee): 20 darkness / 20 cold Changes stats: +0(-6) Str / +0(-6) Dex Changes damage: +20% cold / +20% darkness / +0%(-8%) all Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-100%) Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% Steam crit. chance: +0% (-10%) It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 27.32 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)] Will of Ul'Gruth (0 def, 15 armour)Will of Ul'Gruth (0 def, 15 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +15 (+3) Changes stats: +5(-1) Str / +0(-6) Dex / +5 Mag Changes resistances penetration: +10% all Changes damage: +15%(+7%) all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-100%) Steam crit. chance: +0% (-10%) Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)] brawler's voratun gauntlets of dexterity (+4) (0 def, 3 armour)brawler's voratun gauntlets of dexterity (+4) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +0.0% (-10.0%) Armour: +3 (-9) Changes stats: +4(-2) Str / +8(+2) Dex / +5 Cun Changes damage: +0%(-8%) all Talent cooldown: Double Strike (-1 turn) Critical mult.: +0.00% (-30.00%) Physical save: +12 (+2 eff.) Disarm immunity: +0% (-100%) Steam crit. chance: +0% (-10%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (0 def, 12 armour) (On hands)] voratun gauntlets 'Grinebers' (0 def, 3 armour)voratun gauntlets 'Grinebers' (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +3 (-9) Damage (Melee): 9 acid / 8 fire / 8 lightning / 9 cold Damage when hit (Melee): 12 blight Changes stats: +0(-6) Str / +0(-6) Dex / +4 Mag / +3 Wil Changes damage: +6% arcane / +0%(-8%) all Critical mult.: +0.00% (-30.00%) Spell save: +6 (+3 eff.) Disarm immunity: +0% (-100%) Steam crit. chance: +0% (-10%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] hardened leather hat 'Delular' (0 def, 3 armour)hardened leather hat 'Delular' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-9) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +3% (-7%) Damage when hit (Melee): 7 physical Changes stats: +3(-2) Str / +1 Wil / +2 Cun / +0(-5) Con Changes resistances: +0%(-10%) all Blindness immunity: +0% (-100%) Light radius: +1 Infravision radius: +1 (-8) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1180.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] grounding drakeskin leather hat of strength (+6) (0 def, 5 armour)grounding drakeskin leather hat of strength (+6) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-7) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% (-5%) Changes stats: +6(+1) Str / +0(-5) Con Changes resistances: +12% lightning / +10% temporal / +0%(-10%) all Blindness immunity: +0% (-100%) Infravision radius: +0 (-9) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) A hat made of leather. Very stylish. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] Cap of the Undisturbed Mind (-10 def, 0 armour)Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-1 eff.) Armour: +0 (-12) Defense: -10 (-3 eff.) (-13 (-4 eff.)) Fatigue: +0% (-10%) Changes stats: +0(-5) Str / +4 Wil / +0(-5) Con Changes resistances: +10% arcane / +10% cold / +10% darkness / +0%(-10%) all Blindness immunity: +0% (-100%) Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-5 eff.) Infravision radius: +0 (-9) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] The Face of Fear (8 def, 0 armour)The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-12) Defense: +8 (+3 eff.) (+5 (+2 eff.)) Fatigue: +0% (-10%) Changes stats: +0(-5) Str / +8 Wil / +6 Cun / +0(-5) Con Changes resistances: +0%(-10%) all Talent mastery: +0.20 Cursed / Fears Blindness immunity: +0% (-100%) Fear immunity: +60% Mindpower: +16 (+8 eff.) Infravision radius: +0 (-9) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 12%. Fear effects improve with your Mindpower. 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 it's hollow eye sockets seem to stare back into you. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] Woemalice (0 def, 5 armour) =water=Woemalice (0 def, 5 armour) =water= Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-7) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% (-5%) Changes stats: +0(-5) Str / +2 Mag / +0(-5) Con Changes resistances: +10% cold / +7% fire / +0%(-10%) all Allows you to breathe in: water Critical mult.: +10.00% Physical save: +16 (+3 eff.) Blindness immunity: +0% (-100%) Mana when firing critical spell: +1.00 Maximum mana: +20.00 Infravision radius: +0 (-9) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) A hat made of leather. Very stylish. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] champion's drakeskin leather cap of constitution (+3) (0 def, 5 armour)champion's drakeskin leather cap of constitution (+3) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-7) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% (-5%) Changes stats: +3(-2) Str / +3 Wil / +3(-2) Con Changes resistances: +0%(-10%) all Mental save: +11 (+5 eff.) Blindness immunity: +0% (-100%) Light radius: +1 Infravision radius: +0 (-9) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) A cap made of leather. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] Quasit's Skull (0 def, 12 armour)Quasit's Skull (0 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (-) Armour Hardiness: +5% Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% (-5%) Changes stats: +0(-5) Str / +3(-2) Con Changes resistances: +0%(-10%) all Physical save: +12 (+2 eff.) Blindness immunity: +0% (-100%) Stun/Freeze immunity: +30% Infravision radius: +0 (-9) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) 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. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] Visage of Nektosh (4 def, 8 armour)Visage of Nektosh (4 def, 8 armour) Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 (-4) Defense: +4 (+2 eff.) (+1 (+1 eff.)) Fatigue: +6% (-4%) Damage (Melee): 15 physical bleed Changes stats: +0(-5) Str / +4 Mag / +4 Wil / +4 Cun / +0(-5) Con Changes resistances: +10% darkness / +0%(-10%) all Talent mastery: +0.20 Race / Whitehooves Blindness immunity: +0% (-100%) Infravision radius: +0 (-9) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] The Black Crown (0 def, 15 armour)The Black Crown (0 def, 15 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 (+3) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% (-5%) Changes stats: +0(-5) Str / +10 Wil / +10(+5) Con Changes resistances: +20% blight / +20% darkness / +0%(-10%) all Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +5 (+1 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+3 eff.) Blindness immunity: +0% (-100%) Infravision radius: +0 (-9) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] champion's voratun helm of ire (0 def, 5 armour)This item will automatically be transmogrified when you leave the level. champion's voratun helm of ire (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-7) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% (-5%) Changes stats: +8(+3) Str / +4 Wil / +3(-2) Con Changes resistances: +0%(-10%) all Physical save: +11 (+2 eff.) Mental save: +23 (+9 eff.) Blindness immunity: +0% (-100%) Light radius: +2 Infravision radius: +0 (-9) Sight radius: +0 (-3) See stealth: +0 (-25) See invisible: +0 (-25) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.2 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 22 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
46 aquamarine 46 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
54 opal 54 opal0.00 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. |
48 topaz 48 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
48 amethyst 48 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 emerald 19 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 quartz 16 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 diamond 12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
[vs. dwarven lantern 'Eloreba' (Light source)] alchemist's lamp 'Erokaltholeg'alchemist's lamp 'Erokaltholeg' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-2 (+0 eff.)) Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 0(-40) item nature slow Changes stats: +0(-1) Str Changes resistances: +6%(+3%) fire Physical save: +0 (+0 eff.) (-22 (-4 eff.)) Spell save: +20 (+10 eff.) Blindness immunity: +28% Confusion immunity: +18% Light radius: +7 (+3) See stealth: +15 See invisible: +10 Healing mod.: +0% (-30%) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. dwarven lantern 'Eloreba' (Light source)] Mayoda the dwarven lanternMayoda the dwarven lantern Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-2 (+0 eff.)) Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Fatigue: -2% Damage (Melee): 0(-40) item nature slow Changes stats: +0(-1) Str / +3 Wil Changes resistances: +0%(-3%) fire / +3% physical Critical mult.: +14.00% Physical save: +9 (+1 eff.) (-13 (-3 eff.)) Mental save: +8 (+4 eff.) Stamina each turn: +0.20 Maximum life: +10.00 Light radius: +4 (-) See stealth: +17 See invisible: +20 Healing mod.: +10% (-20%) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
[vs. Korbek's Spyglass (Tool)] voratun pickaxe of wreckage (dig speed 18 turns)voratun pickaxe of wreckage (dig speed 18 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +11 Physical crit. chance: +0.0% (-5.0%) Changes stats: +5 Str / +0(-5) Cun Infravision radius: +0 (-2) Sight radius: +0 (-1) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 6.4 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +117 accuracy and allowing you to attack creatures you cannot see without penalty for the next 7 turns. Allows you to dig a wall, remove a tree, create ways. |
[vs. Korbek's Spyglass (Tool)] Skull of the Rat LichSkull of the Rat Lich Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage when hit (Melee): 12 darkness Changes stats: +0(-5) Cun Spellpower: +10 (+9 eff.) Spell crit. chance: +4% Infravision radius: +0 (-2) Sight radius: +0 (-1) It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Korbek's Spyglass (Tool)] Honeywood ChaliceHoneywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +5 Str / +0(-5) Cun Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Infravision radius: +0 (-2) Sight radius: +0 (-1) 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. |
[vs. Korbek's Spyglass (Tool)] The Guardian's TotemThe Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage when hit (Melee): 18 nature slow Changes stats: +0(-5) Cun / +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+10 eff.) Mindpower: +8 (+4 eff.) Infravision radius: +0 (-2) Sight radius: +0 (-1) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
[vs. Korbek's Spyglass (Tool)] Void ShardVoid Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage when hit (Melee): 16 temporal darkness Changes stats: +0(-5) Cun / +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+9 eff.) Infravision radius: +0 (-2) Sight radius: +0 (-1) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 132.16 temporal and 132.16 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun 1H weapon automaton voratun 1H weapon automatonPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Weapon Automaton: One Handed Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor voratun fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge voratun shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touch voratun shocking touchPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Boris the Kruk Shalore Berserker level 40
24th Loss 124th year of Ascendancy at 09:52 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Boris the Kruk Shalore Berserker level 11
29th Retaking 124th year of Ascendancy at 05:31 see stats
Exterminator
Killed 1000 creatures.By Boris the Kruk Shalore Berserker level 27
1st Pain 124th year of Ascendancy at 00:48 see stats
Fear me not!
Survived the Fearscape!By Boris the Kruk Shalore Berserker level 23
30th Revenge 124th year of Ascendancy at 14:14 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Boris the Kruk Shalore Berserker level 24
32nd Revenge 124th year of Ascendancy at 12:26 see stats
Level 10
Got a character to level 10.By Boris the Kruk Shalore Berserker level 10
19th Retaking 124th year of Ascendancy at 21:07 see stats
Level 20
Got a character to level 20.By Boris the Kruk Shalore Berserker level 20
20th Revenge 124th year of Ascendancy at 19:22 see stats
Level 30
Got a character to level 30.By Boris the Kruk Shalore Berserker level 30
5th Pain 124th year of Ascendancy at 01:13 see stats
Level 40
Got a character to level 40.By Boris the Kruk Shalore Berserker level 40
23rd Loss 124th year of Ascendancy at 13:54 see stats
Level 50
Got a character to level 50.By Boris the Kruk Shalore Berserker level 50
43rd Remembrance 125th year of Ascendancy at 20:39 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By Boris the Kruk Shalore Berserker level 50
10th Retaking 125th year of Ascendancy at 04:49 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Boris the Kruk Shalore Berserker level 50
43rd Remembrance 125th year of Ascendancy at 22:40 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Boris the Kruk Shalore Berserker level 31
7th Pain 124th year of Ascendancy at 11:42 see stats
Size is everything
Did over 1500 damage in one attack.By Boris the Kruk Shalore Berserker level 34
45th Dearth 124th year of Ascendancy at 12:00 see stats
Size matters
Did over 600 damage in one attack.By Boris the Kruk Shalore Berserker level 18
15th Revenge 124th year of Ascendancy at 08:54 see stats
That was close
Killed your target while having only 1 life left.By Boris the Kruk Shalore Berserker level 27
45th Revenge 124th year of Ascendancy at 23:57 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Boris the Kruk Shalore Berserker level 43
49th Destruction 124th year of Ascendancy at 21:56 see stats
The Rat Lich
Killed the terrible Rat Lich.By Boris the Kruk Shalore Berserker level 35
10th Loss 124th year of Ascendancy at 21:10 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Boris the Kruk Shalore Berserker level 47
8th Remembrance 125th year of Ascendancy at 11:58 see stats
The bigger the better!
Did over 3000 damage in one attack.By Boris the Kruk Shalore Berserker level 47
36th Remembrance 125th year of Ascendancy at 16:11 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Boris the Kruk Shalore Berserker level 19
19th Revenge 124th year of Ascendancy at 01:44 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Boris the Kruk Shalore Berserker level 48
39th Remembrance 125th year of Ascendancy at 06:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Boris the Kruk Shalore Berserker level 15
50th Retaking 124th year of Ascendancy at 06:49 see stats
True Savior
Freed all the Orc Prides without killing a single mind-controlled orc.By Boris the Kruk Shalore Berserker level 31
7th Pain 124th year of Ascendancy at 11:42 see stats
Log
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Worm that walks for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Carrion worm mass for 0 acid damage.
Wretchling's acid area effect hits Boris for 24 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Worm that walks for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Carrion worm mass for 0 acid damage.
Wretchling's acid area effect hits Boris for 22 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Boris uses Infusion: Primal.
Boris is no longer poisoned.
Boris is cured!
Boris attunes to the wild.
Boris casts Rune: Teleportation.
Venom wyrm uses Dissolve.
Saving game...
