Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
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: 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:
Items Vault 1.4.8Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Psyshot |
Level / Exp | 50 / 2894% |
Size | medium |
Lifes / Deaths | Killed by CoPsyshot at level 50 on the 72nd Haze 123rd year of Ascendancy at 00:19 / 1 |
Primary Stats
Strength | 126 (base 43) |
Dexterity | 124 (base 60) |
Constitution | 34 (base 12) |
Magic | 43 (base 8) |
Willpower | 124 (base 60) |
Cunning | 120 (base 60) |
Resources
Life | 1150/1150 |
Equilibrium | 18 |
Stamina | 597/597 |
Psi | 199/199 |
Healing Factor | 1.022 |
Regeneration | 4.8545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 161 |
Accuracy | 87 |
Crit Chance | 87% |
APR | 70 |
Speed | 1.00 |
Offense: Offhand
Damage | 195 |
Accuracy | 87 |
Crit Chance | 75% |
APR | 133 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13.333333333333 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 95 |
Crit Chance | 56% |
Speed | 1 |
Offense: Damage Bonus
All | +15% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 169.8 (100%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 24 |
Physical Save | 75 |
Spell Save | 74 |
Mental Save | 75 |
Defense: Resistances
All | + 48%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 42% |
Disarm Resistance | 100% |
Confusion Resistance | 20% |
Knockback Resistance | 60% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.2 steam per turn. Can be activated for an instant burst of 111 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 62%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1019% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -980 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 Strength stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Mechanical Arms |
talent | Psiblades |
talent | Gestalt |
talent | Embedded Restoration Systems |
beneficial effect | Steampower increased by 34. Gestalt |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +1. | done |
You failed to protect the injured seer from death by Aerutta the venom wyrm. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the injured seer from death by corrosive seed. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. Sunsting (0 def, 18 armour) (On feet)] Sunsting (0 def, 18 armour)Sunsting (0 def, 18 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 (-) Physical crit. chance: +9.0% (-) Physical power: +6 (+1 eff.) (-) Armour: +18 (-) Fatigue: +4% (-) Changes stats: +5(-) Str Changes resistances penetration: +5%(-) arcane / +15%(-) physical Changes damage: +3%(-) light Physical save: +25 (+6 eff.) (-) Pinning immunity: +25% (-) Knockback immunity: +25% (-) Teleport immunity: +100% (-) Infravision radius: +3 (-) Movement speed: +40% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | [vs. Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) (Quiver)] Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr)Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 177% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 (-) Physical crit. chance: +17.0% (-) Capacity: 22 (-) Turns elapse between self-loadings: 6 (-) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease * 21% chance to cause random gloom Travel speed: +200% (-) Damage (Ranged): +17(-) blight / +24(-) mind / +8(-) fire Burst (radius 1) on hit: +8(-) fire Burst (radius 2) on crit: +4(-) fire / +4(-) arcane / +4(-) mind When wielded/worn: Talents granted: +5.00(-) Hook Shell Shots are used with slings to pummel your foes to death. |
Light source | [vs. Daimundur (Light source)] DaimundurDaimundur Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% (-) Physical power: +9 (+2 eff.) (-) Changes stats: +6(-) Wil Changes resistances: +3%(-) all Changes resistances penetration: +10%(-) mind Changes damage: +12%(-) physical Critical mult.: +19.00% (-) Maximum encumbrance: +20 (-) Physical save: +25 (+6 eff.) (-) Spell save: +13 (+3 eff.) (-) Maximum life: +75.00 (-) Maximum stamina: +5.00 (-) Light radius: +4 (-) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | [vs. Eastern Wood Hat (18 def, 0 armour) (On head)] Eastern Wood Hat (18 def, 0 armour)Eastern Wood Hat (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+14 eff.) (-) Armour penetration: +15 (-) Physical crit. chance: +10.0% (-) Defense: +18 (+6 eff.) (-) Changes stats: +14(-) Cun / +21(-) Dex Changes resistances penetration: +15%(-) physical Changes damage: +10%(-) physical Talent masteries: +0.20(-) Steamtech / Gunslinging +0.20(-) Steamtech / Bullets mastery Blindness immunity: +100% (-) Light radius: +7 (-) Steam crit. chance: +15% (-) This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | [vs. Steam Powered Gauntlets (0 def, 14 armour) (On hands)] Steam Powered Gauntlets (0 def, 14 armour)Steam Powered Gauntlets (0 def, 14 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! When wielded/worn: Physical crit. chance: +10.0% (-) Armour: +14 (-) Changes stats: +7(-) Str / +7(-) Dex Changes damage: +8%(-) all Talents granted: +5.00(-) Iron Grip Critical mult.: +30.00% (-) Disarm immunity: +150% (-) Steam crit. chance: +10% (-) Gauntlets. But with steam power! |
Tool | [vs. shattering dwarven-steel pickaxe (dig speed 16 turns) (Tool)] shattering dwarven-steel pickaxe (dig speed 16 turns)shattering dwarven-steel pickaxe (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +3(-) Str Changes resistances penetration: +14%(-) physical When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. Weepserpent (On fingers, 1 of 2)] WeepserpentWeepserpent Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +22 (-) Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 12(-) nature Changes stats: +11(-) Str Changes resistances: +6%(-) nature Changes resistances penetration: +5%(-) acid Changes damage: +12%(-) acid Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. Weepserpent (On fingers, 1 of 2)] Zerolathalebar the stralite ringZerolathalebar the stralite ring Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Armour: +21 (-1) Fatigue: -6% Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-12) nature Changes stats: +11(-) Str / +3 Con Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-12%) acid Reduces incoming crit damage: 15.00% Physical save: +13 (+3 eff.) Spell save: +17 (+5 eff.) Mental save: +13 (+4 eff.) Stun/Freeze immunity: +21% Life regen: +3.40 Only die when reaching: -60.00 life Maximum life: +20.00 Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. voratun amulet 'Harynik' (Around neck)] voratun amulet 'Harynik'voratun amulet 'Harynik' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +15(-) Str / +11(-) Dex / +8(-) Mag / +11(-) Wil / +5(-) Cun Talent masteries: +0.40(-) Technique / Combat training Mana each turn: +0.54 (-) Vim when firing critical spell: +3.00 (-) Spellpower on spell critical (stacks up to 3 times): +5 (-) Maximum mana: +55.00 (-) Maximum psi: +10.00 (-) Light radius: +2 (-) Amulets can have magical properties. |
In main hand | [vs. Woecutter (In main hand, 1 of 2)] WoecutterWoecutter Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 (-) Attack speed: 100% (-) Firing range: +10 (-) On weapon hit: * splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +600% (-) Damage (Ranged): +25(-) lightning Burst (radius 2) on crit: +4(-) fire Attacks use: 2.0(-) Steam When wielded/worn: Changes stats: +10(-) Cun Changes resistances: +3%(-) temporal Changes resistances penetration: +25%(-) physical / +10%(-) darkness / +20%(-) temporal Changes damage: +22%(-) lightning / +22%(-) physical / +18%(-) darkness / +3%(-) temporal Talents cooldown: Trick Shot (-2(-) turns) Strafe (-2(-) turns) Double Shots (-2(-) turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
Around waist | [vs. Erelehor the drakeskin leather belt (Around waist)] Erelehor the drakeskin leather beltErelehor the drakeskin leather belt Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +26 (-) Damage when hit (Melee): 8(-) acid / 16(-) mind Changes stats: +6(-) Wil Grants telepathy: Humanoid/Orc Mental save: +15 (+3 eff.) (-) Equilibrium when hit: +0.20 (-) Hate when firing a critical mind attack: +4.00 (-) Maximum life: +97.00 (-) It can be used to create a temporary shield that absorbs 1288 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | [vs. Woecutter (In main hand, 1 of 2)] Nerath the Fireweeper (114% power, 76 apr, mind damage)Nerath the Fireweeper (114% power, 76 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Power: 114% (+48%) Range: 1.1x (+0.0x) Uses stats: 123% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +76 (+48) Physical crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: * 25 arcane resource burn (+25) + disrupts spell-casting + burn your foe dealing 99 damage and igniting the ground for 4 turns - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Damage against: +28% Unnatural Attacks use: 0.0(-2.0) Steam When wielded/worn: Effects on melee hit: * Slows global speed by 45% Changes stats: +0(-10) Cun Changes resistances: +3% fire / +16% arcane / +0%(-3%) temporal Changes resistances penetration: +0%(-20%) temporal / +0%(-25%) physical / +0%(-10%) darkness / +15% fire Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +9% fire / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Spell save: +30 (+7 eff.) Mindpower: +37 (+7 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Cloak | [vs. elven-silk cloak 'Ragykor' (22 def, 10 armour) (Cloak)] elven-silk cloak 'Ragykor' (22 def, 10 armour)elven-silk cloak 'Ragykor' (22 def, 10 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 (-) Defense: +22 (+7 eff.) (-) Changes stats: +4(-) Mag / +11(-) Wil / +8(-) Cun Changes resistances: +30%(-) lightning / +6%(-) darkness / +9%(-) nature Changes resistances penetration: +14%(-) arcane Changes damage: +15%(-) arcane / +9%(-) mind Critical mult.: +30.00% (-) Physical save: +44 (+11 eff.) (-) Spell save: +30 (+7 eff.) (-) Mental save: +24 (+6 eff.) (-) Confusion immunity: +10% (-) Stun/Freeze immunity: +50% (-) Knockback immunity: +5% (-) Teleport immunity: +5% (-) Maximum mana: +58.00 (-) Spellpower: +10 (+2 eff.) (-) Spell crit. chance: +6% (-) Mental crit. chance: +8% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Plate Armor of the King (18 def, 35 armour) (Main armor)] Plate Armor of the King (18 def, 35 armour)Plate Armor of the King (18 def, 35 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 (-) Defense: +18 (+6 eff.) (-) Fatigue: +26% (-) Damage when hit (Melee): 0(-) physical Changes stats: +12(-) Str / +12(-) Dex / +12(-) Mag / +22(-) Wil / +12(-) Cun / +12(-) Con Changes resistances: +25%(-) acid / +25%(-) darkness / +25%(-) blight / +25%(-) fire / +10%(-) arcane Physical save: +18 (+4 eff.) (-) Spell save: +29 (+7 eff.) (-) Mental save: +29 (+7 eff.) (-) Stun/Freeze immunity: +30% (-) Knockback immunity: +30% (-) Maximum stamina: +60.00 (-) Light radius: +1 (-) Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
Inventory
[vs. Implant: Medical Injector [medical injector implant (efficiency 169% / cooldown 62%)] (on body, 1 of 2)] medical injector implant (efficiency 130% / cooldown 56%)medical injector implant (efficiency 130% / cooldown 56%) 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 130%(-39%) efficiency and cooldown mod of 56%(-6%). It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant (efficiency 169% / cooldown 62%)] (on body, 1 of 2)] medical injector implant of the sneak (efficiency 241% / cooldown 66%)medical injector implant of the sneak (efficiency 241% / cooldown 66%) 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 241%(+72%) efficiency and cooldown mod of 66%(+4%). Its effects scale with your +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant (efficiency 169% / cooldown 62%)] (on body, 1 of 2)] medical injector implant of the sneak (efficiency 299% / cooldown 80%)medical injector implant of the sneak (efficiency 299% / cooldown 80%) 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 299%(+130%) efficiency and cooldown mod of 80%(+18%). Its effects scale with your +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant (efficiency 169% / cooldown 62%)] (on body, 1 of 2)] medical injector implant of the sneak (efficiency 264% / cooldown 74%)medical injector implant of the sneak (efficiency 264% / cooldown 74%) 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 264%(+95%) efficiency and cooldown mod of 74%(+12%). Its effects scale with your +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 19)] (on body)] steam generator implant of the duelist (steam 18)steam generator implant of the duelist (steam 18) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 32(+1) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.6(-4.6) steam per turn. Can be activated for an instant burst of 88(-23) steam. Its effects scale with your -Willpower, +Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 19)] (on body)] steam generator implant of the psychic (steam 14)steam generator implant of the psychic (steam 14) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21(-10) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3(-7.9) steam per turn. Can be activated for an instant burst of 72(-40) steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 19)] (on body)] steam generator implant of the psychic (steam 16)steam generator implant of the psychic (steam 16) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26(-5) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.6(-6.6) steam per turn. Can be activated for an instant burst of 78(-33) steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 19)] (on body)] steam generator implant of the psychic (steam 14)steam generator implant of the psychic (steam 14) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25(-6) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.0(-8.2) steam per turn. Can be activated for an instant burst of 70(-41) steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 19)] (on body)] steam generator implant of the sneak (steam 17)steam generator implant of the sneak (steam 17) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28(-3) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9(-5.3) steam per turn. Can be activated for an instant burst of 84(-27) steam. Its effects scale with your -Willpower, +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 19)] (on body)] steam generator implant of the sneak (steam 15)steam generator implant of the sneak (steam 15) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30(-1) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.4(-6.8) steam per turn. Can be activated for an instant burst of 77(-34) steam. Its effects scale with your -Willpower, +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 814 over 5 turns) regeneration infusion of the duelist (heal 814 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 814 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 942 over 5 turns) regeneration infusion of the warrior (heal 942 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 942 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 887 over 5 turns) regeneration infusion of the warrior (heal 887 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 887 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 34%; cure magical) wild infusion of the sneak (resist 34%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 29%; cure magical) wild infusion of the titan (resist 29%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Heroism [heroism infusion of the warrior (+20 for 10 turns, die at -867)] (on body)] heroism infusion of the duelist (+23 for 11 turns, die at -1025)heroism infusion of the duelist (+23 for 11 turns, die at -1025) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23(+2) 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 23(+0) for 11(+1) turns. While Heroism is active, you will only die when reaching -1025(-45) 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 -Strength, +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. |
teleportation rune (range 45) teleportation rune (range 45)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (646.00 temporal damage, removed from time 4 turns) Rune of the Rift (646.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 762.28 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
[vs. voratun amulet 'Harynik' (Around neck)] Daneth's NeckguardDaneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6(-9) Str / +0(-11) Dex / +0(-8) Mag / +0(-11) Wil / +0(-5) Cun / +6 Con Talent mastery: +0.00(-0.40) Technique / Combat training Mana each turn: +0.00 (-0.54) Vim when firing critical spell: +0.00 (-3.00) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum mana: +0.00 (-55.00) Maximum psi: +0.00 (-10.00) Light radius: +0 (-2) Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
[vs. voratun amulet 'Harynik' (Around neck)] Glowen the steel amuletGlowen the steel amulet Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes stats: +0(-15) Str / +0(-11) Dex / +0(-8) Mag / +4(-7) Wil / +0(-5) Cun Changes resistances: +10% temporal Talent mastery: +0.00(-0.40) Technique / Combat training Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +12% Pinning immunity: +21% Knockback immunity: +26% Mana each turn: +0.00 (-0.54) Vim when firing critical spell: +0.00 (-3.00) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum mana: +0.00 (-55.00) Maximum psi: +0.00 (-10.00) Mindpower: +7 (+1 eff.) Light radius: +0 (-2) Amulets can have magical properties. |
[vs. voratun amulet 'Harynik' (Around neck)] Choker of DreadChoker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +0(-15) Str / +0(-11) Dex / +0(-8) Mag / +0(-11) Wil / +0(-5) Cun Talent mastery: +0.00(-0.40) Technique / Combat training Blindness immunity: +100% Mana each turn: +0.00 (-0.54) Vim when firing critical spell: +0.00 (-3.00) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum mana: +0.00 (-55.00) Maximum psi: +0.00 (-10.00) Spellpower: +5 (+0 eff.) Light radius: +0 (-2) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
[vs. voratun amulet 'Harynik' (Around neck)] Dairaruindur the GlitterbreacherDairaruindur the Glitterbreacher Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +1(-14) Str / +12(+1) Dex / +0(-8) Mag / +2(-9) Wil / +7(+2) Cun / +7 Con Changes resistances: +3% light Talent mastery: +0.00(-0.40) Technique / Combat training Life regen: +1.10 Stamina each turn: +1.00 Mana each turn: +0.00 (-0.54) Vim when firing critical spell: +0.00 (-3.00) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum mana: +0.00 (-55.00) Maximum psi: +0.00 (-10.00) Light radius: +0 (-2) Movement speed: +10% Amulets can have magical properties. |
[vs. voratun amulet 'Harynik' (Around neck)] Pendant of the Sun and MoonsPendant of the Sun and Moons Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +0(-15) Str / +0(-11) Dex / +0(-8) Mag / +0(-11) Wil / +0(-5) Cun Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Talent mastery: +0.00(-0.40) Technique / Combat training Mana each turn: +0.00 (-0.54) Vim when firing critical spell: +0.00 (-3.00) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum mana: +0.00 (-55.00) Maximum psi: +0.00 (-10.00) Spellpower: +8 (+1 eff.) Spell crit. chance: +5% Light radius: +0 (-2) All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
[vs. voratun amulet 'Harynik' (Around neck)] ArmidunarathArmidunarath Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +17 (+6 eff.) Changes stats: +0(-15) Str / +0(-11) Dex / +0(-8) Mag / +0(-11) Wil / +0(-5) Cun / +10 Con / +18 Lck Changes resistances: +30% fire / +25% cold Changes resistances penetration: +20% blight / +5% arcane Talent mastery: +0.00(-0.40) Technique / Combat training Critical mult.: +5.00% Mana each turn: +0.00 (-0.54) Vim when firing critical spell: +0.00 (-3.00) Spellpower on spell critical (stacks up to 3 times): +8 (+3) Maximum mana: +20.00 (-35.00) Maximum psi: +0.00 (-10.00) Light radius: +0 (-2) Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
[vs. voratun amulet 'Harynik' (Around neck)] FogspawnerFogspawner Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +0(-15) Str / +0(-11) Dex / +0(-8) Mag / +0(-11) Wil / +0(-5) Cun Changes resistances: +32% lightning / +3% darkness / +9% acid Talent mastery: +0.00(-0.40) Technique / Combat training Reduces incoming crit damage: 10.00% Spell save: +12 (+3 eff.) Disease immunity: +15% Silence immunity: +20% Stun/Freeze immunity: +45% Mana each turn: +0.00 (-0.54) Vim when firing critical spell: +0.00 (-3.00) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum mana: +0.00 (-55.00) Maximum psi: +0.00 (-10.00) Light radius: +0 (-2) Amulets can have magical properties. |
[vs. voratun amulet 'Harynik' (Around neck)] voratun amulet 'Spiderwolf'voratun amulet 'Spiderwolf' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+4 eff.) Changes stats: +0(-15) Str / +0(-11) Dex / +0(-8) Mag / +8(-3) Wil / +0(-5) Cun Changes resistances: +3% light / +13% physical / +6% nature / +9% fire Changes resistances cap: +5% all Talent mastery: +0.00(-0.40) Technique / Combat training Physical save: +21 (+5 eff.) Spell save: +6 (+2 eff.) Disarm immunity: +10% Stamina each turn: +0.90 Mana each turn: +0.00 (-0.54) Vim when firing critical spell: +0.00 (-3.00) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum mana: +0.00 (-55.00) Maximum psi: +0.00 (-10.00) Light radius: +0 (-2) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
[vs. Weepserpent (On fingers, 1 of 2)] Singerigor the steel ringSingerigor the steel ring Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +0 (-22) Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-12) nature / 12 fire Changes stats: +5(-6) Str / +5 Con Changes resistances: +10% mind / +0%(-6%) nature Changes resistances penetration: +0%(-5%) acid Changes damage: +10% mind / +0%(-12%) acid Stun/Freeze immunity: +21% Life regen: +1.20 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Weepserpent (On fingers, 1 of 2)] Airstun the stralite ringAirstun the stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Armour: +0 (-22) Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-12) nature Changes stats: +0(-11) Str / +4 Con Changes resistances: +3% lightning / +0%(-6%) nature Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-12%) acid Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +41% Life regen: +3.80 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Weepserpent (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: Armour: +0 (-22) Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-12) nature Changes stats: +10 Lck / +0(-11) Str Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-12%) acid Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. Tap to cycle through comparison choices |
[vs. Weepserpent (On fingers, 1 of 2)] titan's stralite ringtitan's stralite ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +0 (-22) Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-12) nature Changes stats: +0(-11) Str / +7 Con Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-12%) acid Physical save: +14 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Weepserpent (On fingers, 1 of 2)] ToxinwitherToxinwither Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +4 (-18) Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-12) nature Changes stats: +0(-11) Str Changes resistances: +25% acid / +0%(-6%) nature / +11% fire / +6% blight / +27% cold / +13% mind / +18% lightning Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-12%) acid / +13% mind / +3% nature Pinning immunity: +5% Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Weepserpent (On fingers, 1 of 2)] Uredar the voratun ringUredar the voratun ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +0 (-22) Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-12) nature Changes stats: +0(-11) Str / +3 Mag / +3 Wil Changes resistances: +40% acid / +3% physical / +0%(-6%) nature Changes resistances penetration: +0%(-5%) acid / +10% physical Changes damage: +20%(+8%) acid Only die when reaching: -20.00 life Healing mod.: +20% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Weepserpent (On fingers, 1 of 2)] voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +0 (-22) Damage (Melee): 0(-15) item nature slow Damage when hit (Melee): 0(-12) nature Changes stats: +0(-11) Str Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-12%) acid Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand)] Awakened Staff of Absorption (172% power, 60 apr, lightning element)Awakened Staff of Absorption (172% power, 60 apr, lightning element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% (+107%) Range: 1.2x (+0.1x) Uses stats: 130% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 (+32) Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +10 Mag / +10 Wil / +0(-10) Cun Changes resistances: +0%(-3%) temporal Changes resistances penetration: +30% lightning / +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal / +30% fire / +30% arcane / +30% cold Changes damage: +60%(+38%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +0%(-3%) temporal / +60% fire / +60% arcane / +60% cold Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+5 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
[vs. Woecutter (In main hand)] The Black Maul (182% power, 15 apr)The Black Maul (182% power, 15 apr) Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% (+116%) Range: 1.5x (+0.4x) Uses stats: 30% Wil, 130% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 (-13) Physical crit. chance: +2.0% Attack speed: 100% (-) Firing range: +0 (-10) When this weapon hits: Obliterating Smash (10% chance level 3). On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+2 eff.) Changes stats: +0(-10) Cun Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +0%(-3%) temporal Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (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 spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
[vs. Woecutter (In main hand)] Wintertide (148% power, 10 apr)Wintertide (148% power, 10 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% (+83%) Range: 1.4x (+0.3x) Uses stats: 30% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 (-18) Physical crit. chance: +10.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: + Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 107.88 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Melee): +25 ice Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage when hit (Melee): 40 ice Changes stats: +0(-10) Cun Changes resistances: +0%(-3%) temporal / +25% cold Changes resistances penetration: +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +20% cold / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
[vs. Woecutter (In main hand, 1 of 2)] Unerring Scalpel (111% power, 25 apr)Unerring Scalpel (111% power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% (+45%) Range: 1.3x (+0.2x) Uses stats: 30% Wil, 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (-3) Physical crit. chance: +0.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage Shield penetration (this weapon only): +50% Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +0(-10) Cun Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] voratun dagger 'Relgaroddarin' (149% power, 9 apr)voratun dagger 'Relgaroddarin' (149% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% (+84%) Range: 1.3x (+0.2x) Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Fire Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-19) Physical crit. chance: +10.0% Attack speed: 100% (-) Firing range: +0 (-10) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 10% chance to disease (+10%) + 25% chance for lightning to arc to a second target - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Melee): +9 lightning / +12 blight Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Str / +1 Mag / +3(-7) Cun Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +0%(-22%) lightning / +8%(-14%) physical / +0%(-18%) darkness / +0%(-3%) temporal Grants telepathy: Humanoid/Orc Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Reduces incoming crit damage: 15.00% Disease immunity: +22% Stamina when hit: +2.00 Infravision radius: +3 Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] Eremirain (96% power, 24 apr, nature damage)Eremirain (96% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 96% (+30%) Range: 1.1x (+0.0x) Uses stats: 70% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-4) Physical crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: * 20 arcane resource burn (+20) - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage when hit (Melee): 9 lightning Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +3(-7) Cun / +3 Con Changes resistances: +20% lightning / +0%(-3%) temporal Changes resistances penetration: +10% lightning / +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +6%(-16%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] caller's thorny mindstar of frost (93% power, 24 apr, nature damage)caller's thorny mindstar of frost (93% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar calls for a summoner. This natural frost should be returned to the wyrm. Power: 93% (+27%) Range: 1.1x (+0.0x) Uses stats: 70% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-4) Physical crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Armour: +6 Damage when hit (Melee): 10 ice Changes stats: +0(-10) Cun Changes resistances: +0%(-3%) temporal / +7% cold Changes resistances penetration: +5% acid / +5%(-20%) physical / +0%(-10%) darkness / +4% fire / +0%(-20%) temporal / +8% cold Changes damage: +6% acid / +5%(-17%) physical / +0%(-18%) darkness / +0%(-3%) temporal / +7% fire / +0%(-22%) lightning / +19% cold Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] Gyyadar the pulsing mindstar (109% power, 32 apr, nature damage)Gyyadar the pulsing mindstar (109% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Power: 109% (+43%) Range: 1.1x (+0.0x) Uses stats: 75% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+4) Physical crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +4 blight / +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +1 Mag / +8(-2) Cun / +1 Con Changes resistances: +6% nature / +0%(-3%) temporal Changes resistances penetration: +0%(-20%) temporal / +0%(-25%) physical / +6% nature / +0%(-10%) darkness Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +6% nature / +0%(-3%) temporal Talent mastery: +0.20 Wild-gift / Harmony Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Critical mult.: +17.00% Blindness immunity: +0% Stun/Freeze immunity: +0% Life regen: +1.70 Equilibrium when hit: +1.70 Maximum life: +23.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% See invisible: +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] Betabrewyn (114% power, 40 apr, mind damage)Betabrewyn (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Power: 114% (+48%) Range: 1.1x (+0.0x) Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+12) Physical crit. chance: +12.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: * 18% chance to corrode armour (+18%) * Slows global speed by 15% (+15%) - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 8 lightning / 5 physical / 8 cold / 15 acid / 9 fire Changes stats: +0(-10) Cun Changes resistances: +4% lightning / +7% physical / +0%(-3%) temporal / +7% fire / +6% cold / +8% acid Changes resistances penetration: +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +19 (+4 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] Eye of the Lost (115% power, 27 apr, mind damage)Eye of the Lost (115% power, 27 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 115% (+49%) Range: 1.1x (+0.0x) Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 (-1) Physical crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: + reduces mental save - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +3(-7) Cun / +7 Wil Changes resistances: +25% mind / +0%(-3%) temporal Changes resistances penetration: +0%(-20%) temporal / +0%(-25%) physical / +15% mind / +0%(-10%) darkness Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +10% mind / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Mental save: +24 (+6 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 25 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] Zanurach the living mindstar (113% power, 40 apr, nature damage)Zanurach the living mindstar (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. Power: 113% (+47%) Range: 1.1x (+0.0x) Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+12) Physical crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +0(-10) Cun Changes resistances: +3% darkness / +0%(-3%) temporal Changes resistances penetration: +10% acid / +10%(-15%) physical / +0%(-10%) darkness / +0%(-20%) temporal / +10% fire / +5% arcane / +9% cold Changes damage: +15% acid / +15%(-7%) physical / +0%(-18%) darkness / +0%(-3%) temporal / +0%(-22%) lightning / +15% fire / +12% arcane / +15% cold Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Poison immunity: +15% Maximum mana: +60.00 Spellpower: +4 (+0 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] creative living mindstar of balance (114% power, 40 apr, nature damage)creative living mindstar of balance (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% (+48%) Range: 1.1x (+0.0x) Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+12) Physical crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +8(-2) Cun Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Critical mult.: +25.00% Physical save: +9 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] creative living mindstar of flames (113% power, 40 apr, nature damage)creative living mindstar of flames (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 113% (+47%) Range: 1.1x (+0.0x) Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+12) Physical crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3(-7) Cun Changes resistances: +0%(-3%) temporal / +13% fire Changes resistances penetration: +0%(-20%) temporal / +0%(-25%) physical / +0%(-10%) darkness / +11% fire Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +12% fire / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Critical mult.: +21.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] Silatta the Vipersun (121% power, 14 apr)Silatta the Vipersun (121% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 122% (+56%) Range: 1.5x (+0.4x) Uses stats: 30% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 (-14) Physical crit. chance: +3.0% Attack speed: 100% (-) Block value: +47 Firing range: +0 (-10) When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 10% chance to disease (+10%) * Slows global speed by 40% (+40%) - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +0% (-600%) Damage (Melee): +10 blight Damage (Ranged): +0(-25) lightning Burst (radius 1) on hit: +10 fire Burst (radius 2) on crit: +0(-4) fire Attacks use: 1.0(-1.0) Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 20% chance to blind Damage when hit (Melee): 4 nature Changes stats: +2 Mag / +0(-10) Cun / +5 Con Changes resistances: +13% light / +0%(-3%) temporal Changes resistances penetration: +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +3% acid / +0%(-22%) physical / +0%(-18%) darkness / +0%(-3%) temporal / +0%(-22%) lightning Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Talent granted: +2 Block Disease immunity: +19% 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! Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] stralite steamgun 'Betevea'stralite steamgun 'Betevea' Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 (-8) Attack speed: 100% (-) Firing range: +10 (-) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +600% (-) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Dex / +0(-10) Cun / +1 Con Changes resistances: +6% lightning / +0%(-3%) temporal / +5% arcane Changes resistances penetration: +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe (-2(-) turns) Double Shots ((+0(+2) turn) Critical mult.: +5.00% Physical save: +6 (+2 eff.) Healing mod.: +5% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand, 1 of 2)] stralite steamgun 'Gilikor'stralite steamgun 'Gilikor' Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 (-8) Physical crit. chance: +0.0% Attack speed: 111% (+11%) Firing range: +9 (-1) On weapon hit: * Slows global speed by 20% (+20%) - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +800% (+200%) Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Damage against: +0% Undead / +0% Demon / +0% Horror Attacks use: 2.0(-) Steam When wielded/worn: Changes stats: +0(-10) Cun / +4 Con Changes resistances: +0%(-3%) temporal Changes resistances penetration: +33%(+8%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +0%(-22%) lightning / +39%(+17%) physical / +0%(-18%) darkness / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Critical mult.: +5.00% Maximum stamina: +5.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Woecutter (In main hand)] The Long-ArmThe Long-Arm Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 66% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 (-3) Attack speed: 67% (-33%) Dam. multiplier: 250% Firing range: +10 (-) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +600% (-) Shots beam through all targets. Damage (Ranged): +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 6.0(4.0) Steam When wielded/worn: Changes stats: +0(-10) Cun Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-25%) physical / +0%(-10%) darkness / +0%(-20%) temporal Changes damage: +0%(-22%) lightning / +0%(-22%) physical / +0%(-18%) darkness / +0%(-3%) temporal Talents cooldown: Trick Shot ((+0(+2) turn) Strafe ((+0(+2) turn) Double Shots ((+0(+2) turn) Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%, costing 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
[vs. Woecutter (In main hand, 1 of 2)] UruldilUruldil Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 (-) Attack speed: 100% (-) Firing range: +10 (-) On weapon hit: - splashes acid on your target dealing 79 damage and reducing their armor Travel speed: +600% (-) Damage (Ranged): +28 nature / +0(-25) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 2.0(-) Steam When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +6(-4) Cun / +7 Str Changes resistances: +0%(-3%) temporal / +10% all Changes resistances penetration: +0%(-20%) temporal / +0%(-25%) physical / +13% nature / +0%(-10%) darkness Changes damage: +0%(-22%) lightning / +17%(-5%) physical / +0%(-18%) darkness / +3% arcane / +0%(-3%) temporal Talents cooldown: Trick Shot (-2(-) turns) Strafe (-2(-) turns) Double Shots (-2(-) turns) Vim when firing critical spell: +2.00 Maximum mana: +60.00 Spell crit. chance: +1% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) (Quiver)] Grinahad (22/22, 157% power, 5 apr)Grinahad (22/22, 157% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 157% (-20%) Range: 1.2x (+0.0x) Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Temporal Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +5 (-8) Physical crit. chance: +5.5% (-11.5%) Capacity: 22 (-) Turns elapse between self-loadings: 3 (-3) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 0% chance to cause random gloom (-21%) * 0% chance to disease (-14%) Travel speed: +0% (-200%) Damage (Ranged): +0(-8) fire / +0(-17) blight / +11 cold / +12(-12) mind / +4 temporal Burst (radius 1) on hit: +0(-8) fire Burst (radius 2) on crit: +0(-4) mind / +0(-4) fire / +0(-4) arcane / +8 temporal When wielded/worn: Talent granted: +0(+-5) Hook Shell Shots are used with slings to pummel your foes to death. |
[vs. Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) (Quiver)] Spider's Fangs (16/20, 124% power, 8 apr)Spider's Fangs (16/20, 124% power, 8 apr) Requires: - Dexterity 24 Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 124% (-53%) Range: 1.2x (+0.0x) Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 (-5) Physical crit. chance: +2.0% (-15.0%) Capacity: 20 (-2) Turns elapse between self-loadings: 0 (-6) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 0% chance to cause random gloom (-21%) * 0% chance to disease (-14%) On weapon crit: + bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Travel speed: +0% (-200%) Damage (Ranged): +0(-17) blight / +0(-24) mind / +0(-8) fire Burst (radius 1) on hit: +0(-8) fire Burst (radius 2) on crit: +0(-4) fire / +0(-4) arcane / +0(-4) mind When wielded/worn: Talent granted: +0(+-5) Hook Shell Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
[vs. Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) (Quiver)] Lightningrebel (20/20, 171% power, 6 apr)Lightningrebel (20/20, 171% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 171% (-6%) Range: 1.2x (+0.0x) Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (-7) Physical crit. chance: +8.0% (-9.0%) Capacity: 20 (-2) Turns elapse between self-loadings: 2 (-4) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 0% chance to disease (-14%) * 0% chance to cause random gloom (-21%) * 20% chance to daze (+20%) Travel speed: +0% (-200%) Damage (Ranged): +4 physical / +0(-8) fire / +0(-17) blight / +0(-24) mind Burst (radius 1) on hit: +4 lightning / +8 physical / +0(-8) fire Burst (radius 2) on crit: +8 lightning / +0(-4) fire / +0(-4) arcane / +0(-4) mind When wielded/worn: Talent granted: +0(+-5) Hook Shell Shots are used with slings to pummel your foes to death. |
[vs. Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) (Quiver)] Thundercrack (14/16, 143% power, 8 apr)Thundercrack (14/16, 143% power, 8 apr) Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 144% (-33%) Range: 1.2x (+0.0x) Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 (-5) Physical crit. chance: +2.0% (-15.0%) Capacity: 16 (-6) Turns elapse between self-loadings: 0 (-6) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 0% chance to disease (-14%) * 0% chance to cause random gloom (-21%) + a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Travel speed: +0% (-200%) Damage (Ranged): +0(-17) blight / +0(-24) mind / +0(-8) fire Burst (radius 1) on hit: +0(-8) fire Burst (radius 2) on crit: +0(-4) fire / +0(-4) arcane / +0(-4) mind When wielded/worn: Talent granted: +0(+-5) Hook Shell Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
[vs. Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) (Quiver)] pouch of voratun shots 'Deepssnake' (22/22, 168% power, 6 apr)pouch of voratun shots 'Deepssnake' (22/22, 168% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 168% (-9%) Range: 1.2x (+0.0x) Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (-7) Physical crit. chance: +7.0% (-10.0%) Capacity: 22 (-) Turns elapse between self-loadings: 0 (-6) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to corrode armour (+40%) * 0% chance to cause random gloom (-21%) * 0% chance to disease (-14%) + 20% chance to torment the target + Random elemental explosion Travel speed: +0% (-200%) Damage (Ranged): +15 darkness / +0(-8) fire / +0(-17) blight / +24(-) mind Burst (radius 1) on hit: +8 acid / +23(+15) fire / +8 darkness / +16 mind Burst (radius 2) on crit: +0(-4) mind / +0(-4) fire / +8 darkness / +0(-4) arcane When wielded/worn: Talent granted: +0(+-5) Hook Shell Shots are used with slings to pummel your foes to death. |
[vs. Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) (Quiver)] pouch of voratun shots of purging (17/20, 166% power, 6 apr)pouch of voratun shots of purging (17/20, 166% power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% (-11%) Range: 1.2x (+0.0x) Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (-7) Physical crit. chance: +7.0% (-10.0%) Capacity: 20 (-2) Turns elapse between self-loadings: 0 (-6) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 0% chance to disease (-14%) * 0% chance to cause random gloom (-21%) + 25% chance to remove a magical effect Travel speed: +0% (-200%) Damage (Ranged): +0(-8) fire / +0(-17) blight / +9 nature / +0(-24) mind Burst (radius 1) on hit: +0(-8) fire Burst (radius 2) on crit: +0(-4) fire / +0(-4) arcane / +0(-4) mind When wielded/worn: Talent granted: +0(+-5) Hook Shell Shots are used with slings to pummel your foes to death. |
[vs. Plate Armor of the King (18 def, 35 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: Armour: +14 (-21) Defense: +10 (+4 eff.) (-8 (-2 eff.)) Fatigue: +16% (-10%) Damage when hit (Melee): 0(-) physical Changes stats: +6(-6) Str / +0(-12) Dex / +0(-12) Mag / +6(-16) Wil / +4(-8) Cun / +0(-12) Con / +10 Lck Changes resistances: +20% lightning / +20% physical / +0%(-25%) darkness / +20%(-5%) fire / +0%(-25%) blight / +20% cold / +0%(-10%) arcane / +20%(-5%) acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Spell save: +0 (+0 eff.) (-29 (-7 eff.)) Mental save: +0 (+0 eff.) (-29 (-7 eff.)) Blindness immunity: +50% Stun/Freeze immunity: +25% (-5%) Knockback immunity: +50% (+20%) Maximum stamina: +0.00 (-60.00) Light radius: +0 (-1) This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
[vs. Erelehor the drakeskin leather belt (Around waist)] Olarand the FlamemortalOlarand the Flamemortal Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +0 (-26) Damage when hit (Melee): 0(-8) acid / 0(-16) mind Changes stats: +0(-6) Wil / +2 Con Changes resistances: +21% fire / +5% arcane / +14% cold Changes resistances penetration: +5% fire Changes damage: +12% nature Reduced damage from: +39% Summoned Grants telepathy: Humanoid/Orc Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) (-) Equilibrium when hit: +0.00 (-0.20) Hate when firing a critical mind attack: +0.00 (-4.00) Maximum life: +0.00 (-97.00) Mindpower: +8 (+1 eff.) A belt that goes around your waist. |
[vs. Erelehor the drakeskin leather belt (Around waist)] balancing drakeskin leather belt of dampeningbalancing drakeskin leather belt of dampening Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +0 (-26) Damage when hit (Melee): 0(-8) acid / 0(-16) mind Changes stats: +5 Dex / +0(-6) Wil / +4 Cun Changes resistances: +9% acid / +9% fire / +8% lightning / +5% cold Grants telepathy: Humanoid/Orc Mental save: +0 (+0 eff.) (-15 (-3 eff.)) Equilibrium when hit: +0.00 (-0.20) Hate when firing a critical mind attack: +0.00 (-4.00) Maximum life: +0.00 (-97.00) Mental crit. chance: +10% A belt that goes around your waist. |
[vs. Erelehor the drakeskin leather belt (Around waist)] drakeskin leather belt 'Scorchstinger'drakeskin leather belt 'Scorchstinger' Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +0 (-26) Fatigue: +0% Damage when hit (Melee): 0(-8) acid / 8 fire / 0(-16) mind Changes stats: +5 Str / +6 Dex / +6(-) Wil / +6 Cun Changes resistances: +12% acid / +12% temporal / +13% blight Grants telepathy: Humanoid/Orc Maximum encumbrance: +0 Physical save: +30 (+7 eff.) Spell save: +15 (+4 eff.) Mental save: +25 (+6 eff.) (+10 (+3 eff.)) Equilibrium when hit: +0.00 (-0.20) Hate when firing a critical mind attack: +0.00 (-4.00) Only die when reaching: -20.00 life Maximum life: +0.00 (-97.00) Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
[vs. elven-silk cloak 'Ragykor' (22 def, 10 armour) (Cloak)] Ivariana (13 def, 9 armour)Ivariana (13 def, 9 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 (-1) Defense: +13 (+4 eff.) (-9 (-3 eff.)) Effects on melee hit: * 15% chance to corrode armour Changes stats: +0(-4) Mag / +6(-5) Wil / +5(-3) Cun Changes resistances: +0%(-30%) lightning / +21% temporal / +30%(+24%) darkness / +0%(-9%) nature Changes resistances penetration: +25% acid / +0%(-14%) arcane Changes damage: +0%(-15%) arcane / +0%(-9%) mind Critical mult.: +0.00% (-30.00%) Physical save: +24 (+6 eff.) (-20 (-5 eff.)) Spell save: +25 (+6 eff.) (-5 (-1 eff.)) Mental save: +24 (+6 eff.) (-) Confusion immunity: +0% (-10%) Stun/Freeze immunity: +0% (-50%) Knockback immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-58.00) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-6%) Mental crit. chance: +6% (-2%) Defense after a teleport: +26 Resist all after a teleport: +14% New effects duration reduction after a teleport: +28% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. elven-silk cloak 'Ragykor' (22 def, 10 armour) (Cloak)] Khelaldir (3 def, 0 armour)Khelaldir (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +10 (+2 eff.) Armour: +0 (-10) Defense: +3 (+1 eff.) (-19 (-6 eff.)) Changes stats: +5 Str / +4(-) Mag / +3(-8) Wil / +0(-8) Cun / +4 Con Changes resistances: +0%(-30%) lightning / +27% temporal / +26%(+20%) darkness / +0%(-9%) nature Changes resistances penetration: +0%(-14%) arcane Changes damage: +0%(-15%) arcane / +0%(-9%) mind Critical mult.: +0.00% (-30.00%) Physical save: +15 (+4 eff.) (-29 (-7 eff.)) Spell save: +0 (+0 eff.) (-30 (-7 eff.)) Mental save: +0 (+0 eff.) (-24 (-6 eff.)) Confusion immunity: +0% (-10%) Stun/Freeze immunity: +0% (-50%) Knockback immunity: +0% (-5%) Teleport immunity: +0% (-5%) Vim when firing critical spell: +2.00 Maximum life: +110.00 Maximum mana: +0.00 (-58.00) Spellpower: +4 (+1 eff.) (-6 (-1 eff.)) Spell crit. chance: +1% (-5%) Mental crit. chance: +0% (-8%) Healing mod.: +10% Defense after a teleport: +25 Resist all after a teleport: +11% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Sunsting (0 def, 18 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour penetration: +0 (-13) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-6 (-1 eff.)) Armour: +1 (-17) Defense: +2 (+1 eff.) Fatigue: +2% (-2%) Changes stats: +3 Cun / +0(-5) Str Changes resistances penetration: +0%(-5%) arcane / +0%(-15%) physical Changes damage: +0%(-3%) light Talent mastery: +0.20 Cunning / Survival Physical save: +0 (+0 eff.) (-25 (-6 eff.)) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Infravision radius: +0 (-3) Movement speed: +0% (-40%) It can be used to boost speed by 70% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
[vs. Sunsting (0 def, 18 armour) (On feet)] Eilinosewyn the Eclipseransom (0 def, 5 armour)Eilinosewyn the Eclipseransom (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +0 (-13) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-6 (-1 eff.)) Armour: +5 (-13) Fatigue: +5% (+1%) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 darkness Changes stats: +0(-5) Str / +4 Dex / +3 Cun Changes resistances penetration: +0%(-15%) physical / +10% darkness / +0%(-5%) arcane Changes damage: +15% temporal / +3% darkness / +0%(-3%) light Physical save: +13 (+3 eff.) (-12 (-3 eff.)) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Confusion immunity: +47% Pinning immunity: +0% (-25%) Stun/Freeze immunity: +48% Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Infravision radius: +0 (-3) Movement speed: +0% (-40%) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
[vs. Sunsting (0 def, 18 armour) (On feet)] Giriarabeth (0 def, 5 armour)Giriarabeth (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +0 (-13) Physical crit. chance: +0.0% (-9.0%) Physical power: +2 (+0 eff.) (-4 (-1 eff.)) Armour: +5 (-13) Fatigue: +5% (+1%) Damage when hit (Melee): 16 mind / 12 physical Changes stats: +0(-5) Str / +6 Wil / +9 Con Changes resistances: +9% mind Changes resistances penetration: +10%(-5%) physical / +5% mind / +0%(-5%) arcane Changes damage: +0%(-3%) light Maximum encumbrance: +20 Physical save: +0 (+0 eff.) (-25 (-6 eff.)) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Only die when reaching: -20.00 life Mindpower: +8 (+1 eff.) Infravision radius: +0 (-3) Movement speed: +0% (-40%) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
[vs. Sunsting (0 def, 18 armour) (On feet)] Phoenixknave the pair of drakeskin leather boots (0 def, 5 armour)Phoenixknave the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +0 (-13) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-6 (-1 eff.)) Armour: +5 (-13) Fatigue: +5% (+1%) Damage when hit (Melee): 12 mind Changes stats: +0(-5) Str / +9 Mag / +16 Wil / +5 Con Changes resistances penetration: +0%(-5%) arcane / +5% fire / +10% mind / +9%(-6%) physical Changes damage: +0%(-3%) light Physical save: +0 (+0 eff.) (-25 (-6 eff.)) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Mana each turn: +0.54 Maximum mana: +54.00 Spell crit. chance: +4% Mindpower: +9 (+2 eff.) Infravision radius: +2 (-1) Movement speed: +0% (-40%) It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
[vs. Sunsting (0 def, 18 armour) (On feet)] Xanoremina the Radianceviper (0 def, 12 armour)Xanoremina the Radianceviper (0 def, 12 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +0 (-13) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-6 (-1 eff.)) Armour: +12 (-6) Fatigue: +5% (+1%) Changes stats: +0(-5) Str Changes resistances: +9% light Changes resistances penetration: +0%(-15%) physical / +10% fire / +10% light / +0%(-5%) arcane Changes damage: +0%(-3%) light Physical save: +0 (+0 eff.) (-25 (-6 eff.)) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Life regen: +7.70 Infravision radius: +2 (-1) Movement speed: +0% (-40%) Healing mod.: +52% A pair of boots made of leather. |
[vs. Sunsting (0 def, 18 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! When wielded/worn: Armour penetration: +0 (-13) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-6 (-1 eff.)) Armour: +15 (-3) Defense: +8 (+3 eff.) Fatigue: +8% (+4%) Changes stats: +8(+3) Str / +10 Dex Changes resistances penetration: +0%(-5%) arcane / +0%(-15%) physical Changes damage: +0%(-3%) light / +10% fire Physical save: +0 (+0 eff.) (-25 (-6 eff.)) Pinning immunity: +50% (+25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Infravision radius: +0 (-3) Movement speed: +0% (-40%) Generate 3 steam each time you walk. Boots. But with steam power! |
[vs. Sunsting (0 def, 18 armour) (On feet)] Unbreakable Greaves (8 def, 20 armour)Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +0 (-13) Physical crit. chance: +0.0% (-9.0%) Physical power: +10 (+2 eff.) (+4 (+1 eff.)) Armour: +20 (+2) Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% (+8%) Changes stats: +20(+15) Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes resistances penetration: +0%(-5%) arcane / +0%(-15%) physical Changes damage: +0%(-3%) light / +15% physical Physical save: +0 (+0 eff.) (-25 (-6 eff.)) Pinning immunity: +0% (-25%) Knockback immunity: +100% (+75%) Teleport immunity: +0% (-100%) Infravision radius: +0 (-3) Movement speed: +0% (-40%) These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
[vs. Steam Powered Gauntlets (0 def, 14 armour) (On hands)] Spellhunt Remnants (4 def, 5 armour)Spellhunt Remnants (4 def, 5 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +5 (-9) Defense: +4 (+2 eff.) Changes stats: +0(-7) Str / +0(-7) Dex Changes damage: +0%(-8%) all Talent granted: +0(+-5) Iron Grip Critical mult.: +0.00% (-30.00%) Spell save: +10 (+3 eff.) Disarm immunity: +0% (-150%) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Steam crit. chance: +0% (-10%) It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
[vs. Eastern Wood Hat (18 def, 0 armour) (On head)] hardened leather hat 'Bokazilachik' (6 def, 6 armour)hardened leather hat 'Bokazilachik' (6 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) (-58 (-12 eff.)) Armour penetration: +5 (-10) Physical crit. chance: +0.0% (-10.0%) Armour: +6 Defense: +6 (+2 eff.) (-12 (-4 eff.)) Fatigue: +3% Effects on melee hit: * 10% chance to disease Effects when hit in melee: * 13% chance to gain 10% of a turn Damage when hit (Melee): 4 blight Changes stats: +7(-7) Cun / +4(-17) Dex Changes resistances: +9% blight Changes resistances penetration: +5% blight / +0%(-15%) physical Changes damage: +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Blindness immunity: +0% (-100%) Light radius: +0 (-7) Infravision radius: +2 Steam crit. chance: +0% (-15%) A hat made of leather. Very stylish. |
[vs. Eastern Wood Hat (18 def, 0 armour) (On head)] Charravager the drakeskin leather hat (0 def, 5 armour)Charravager the drakeskin leather hat (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +8 (-7) Physical crit. chance: +0.0% (-10.0%) Armour: +5 Defense: +0 (+0 eff.) (-18 (-6 eff.)) Fatigue: +5% Damage when hit (Melee): 12 fire Changes stats: +14(-7) Dex / +4 Mag / +2 Wil / +5(-9) Cun Changes resistances: +25% darkness Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Physical save: +21 (+5 eff.) Spell save: +9 (+3 eff.) Blindness immunity: +0% (-100%) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Light radius: +0 (-7) Infravision radius: +7 Steam crit. chance: +0% (-15%) A hat made of leather. Very stylish. |
[vs. Eastern Wood Hat (18 def, 0 armour) (On head)] Tempestsmasher the drakeskin leather hat (0 def, 5 armour)Tempestsmasher the drakeskin leather hat (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Physical power: +12 (+2 eff.) Armour: +5 Defense: +0 (+0 eff.) (-18 (-6 eff.)) Fatigue: +5% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning / 9 physical Changes stats: +12 Str / +0(-21) Dex / +4 Wil / +0(-14) Cun / +10 Con Changes resistances: +3% acid / +11% physical Changes resistances penetration: +10% lightning / +0%(-15%) physical / +15% blight Changes damage: +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Physical save: +13 (+3 eff.) Blindness immunity: +0% (-100%) Light radius: +0 (-7) Steam crit. chance: +0% (-15%) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 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 1050.5 Physical damage. If the attack hits, the target is confused (46% 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. Eastern Wood Hat (18 def, 0 armour) (On head)] Steamcatcher (12 def, 0 armour)Steamcatcher (12 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Defense: +12 (+4 eff.) (-6 (-2 eff.)) Changes stats: +10(-4) Cun / +0(-21) Dex Changes resistances: +15% fire Changes resistances penetration: +0%(-15%) physical Changes damage: +10%(-) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Blindness immunity: +0% (-100%) Light radius: +0 (-7) Steampower: +15 (+3 eff.) Steam crit. chance: +5% (-10%) Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
[vs. Eastern Wood Hat (18 def, 0 armour) (On head)] Rageyamnir the Darkburst (0 def, 10 armour)Rageyamnir the Darkburst (0 def, 10 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Physical power: +11 (+2 eff.) Armour: +10 Defense: +0 (+0 eff.) (-18 (-6 eff.)) Fatigue: +5% Damage when hit (Melee): 12 darkness Changes stats: +6 Str / +0(-21) Dex / +17 Wil / +0(-14) Cun Changes resistances: +10% blight / +15% physical Changes resistances penetration: +10% mind / +0%(-15%) physical Changes damage: +0%(-10%) physical / +6% darkness / +6% mind Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Physical save: +13 (+3 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +0% (-100%) Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Light radius: +0 (-7) Infravision radius: +3 Steam crit. chance: +0% (-15%) A hat made of leather. Very stylish. |
[vs. Eastern Wood Hat (18 def, 0 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: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Armour: +12 Armour Hardiness: +5% Defense: +0 (+0 eff.) (-18 (-6 eff.)) Fatigue: +5% Changes stats: +0(-21) Dex / +0(-14) Cun / +3 Con Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Physical save: +12 (+3 eff.) Mental save: +0 (+0 eff.) Blindness immunity: +0% (-100%) Stun/Freeze immunity: +30% Light radius: +0 (-7) Steam crit. chance: +0% (-15%) 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. Eastern Wood Hat (18 def, 0 armour) (On head)] Crown of Command (3 def, 6 armour)Crown of Command (3 def, 6 armour) Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Armour: +6 Defense: +3 (+1 eff.) (-15 (-5 eff.)) Fatigue: +4% Changes stats: +0(-21) Dex / +10 Wil / +0(-14) Cun / +3 Con Changes resistances: +8% physical Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Talent masteries: +0.20 Technique / Field control +0.00(-0.20) Steamtech / Bullets mastery +0.00(-0.20) Steamtech / Gunslinging +0.20 Technique / Superiority Blindness immunity: +0% (-100%) Mindpower: +5 (+1 eff.) Light radius: +0 (-7) Steam crit. chance: +0% (-15%) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
[vs. Eastern Wood Hat (18 def, 0 armour) (On head)] Sootarc the dwarven-steel helm (0 def, 4 armour)Sootarc the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Armour: +4 Defense: +0 (+0 eff.) (-18 (-6 eff.)) Fatigue: +4% Damage when hit (Melee): 20 nature Changes stats: +0(-14) Cun / +0(-21) Dex Changes resistances: +14% cold Changes resistances penetration: +10% darkness / +0%(-15%) physical Changes damage: +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Allows you to breathe in: water Blindness immunity: +0% (-100%) Light radius: +0 (-7) Steam crit. chance: +0% (-15%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Eastern Wood Hat (18 def, 0 armour) (On head)] Dragon-helm of Kroltar (5 def, 9 armour)Dragon-helm of Kroltar (5 def, 9 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Armour: +9 Defense: +5 (+2 eff.) (-13 (-4 eff.)) Fatigue: +10% Changes stats: +5 Str / +0(-21) Dex / +0(-14) Cun / +5 Con / -4 Lck Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Blindness immunity: +0% (-100%) Light radius: +0 (-7) Steam crit. chance: +0% (-15%) It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
[vs. Eastern Wood Hat (18 def, 0 armour) (On head)] Flashmaim the voratun helm (0 def, 8 armour)Flashmaim the voratun helm (0 def, 8 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Armour: +8 Defense: +0 (+0 eff.) (-18 (-6 eff.)) Fatigue: +5% Changes stats: +4 Str / +0(-21) Dex / +0(-14) Cun / +4 Con Changes resistances: +15% light / +16% darkness Changes resistances penetration: +5% mind / +0%(-15%) physical Changes damage: +9% light / +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Critical mult.: +10.00% Physical save: +11 (+3 eff.) Mental save: +34 (+8 eff.) Blindness immunity: +0% (-100%) Psi when hit: +0.16 Light radius: +0 (-7) Infravision radius: +3 Steam crit. chance: +0% (-15%) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 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 5, lowering their Defense by 14 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. |
[vs. Eastern Wood Hat (18 def, 0 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! When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Armour: +12 Defense: +3 (+1 eff.) (-15 (-5 eff.)) Fatigue: +10% Changes stats: +5 Str / +0(-21) Dex / +0(-14) Cun / +5 Con Changes resistances: +10% all Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Blindness immunity: +50% (-50%) Light radius: +0 (-7) Steam crit. chance: +0% (-15%) A Helmet. But with steam power! |
[vs. Eastern Wood Hat (18 def, 0 armour) (On head)] voratun helm 'Glitterzeal' (0 def, 5 armour)voratun helm 'Glitterzeal' (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +7.0% (-3.0%) Armour: +5 Defense: +0 (+0 eff.) (-18 (-6 eff.)) Fatigue: +5% Damage when hit (Melee): 16 light Changes stats: +0(-21) Dex / +3(-11) Cun / +17 Lck Changes resistances: +25% mind / +25% cold Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Allows you to breathe in: water Mental save: +30 (+7 eff.) Blindness immunity: +0% (-100%) Confusion immunity: +44% Equilibrium when hit: +0.16 Spell crit. chance: +8% Mental crit. chance: +7% Light radius: +0 (-7) Heals friendly targets nearby when you use a nature summon: +30 Steam crit. chance: +0% (-15%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Eastern Wood Hat (18 def, 0 armour) (On head)] voratun helm 'Ivilaith' (0 def, 5 armour)voratun helm 'Ivilaith' (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-65 (-14 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +0.0% (-10.0%) Physical power: +6 (+1 eff.) Armour: +5 Defense: +0 (+0 eff.) (-18 (-6 eff.)) Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +8 Str / +0(-21) Dex / +0(-14) Cun / +5 Con Changes resistances: +9% blight / +8% nature / +5% arcane Changes resistances penetration: +5% blight / +0%(-15%) physical Changes damage: +9% arcane / +0%(-10%) physical Talent masteries: +0.00(-0.20) Steamtech / Gunslinging +0.00(-0.20) Steamtech / Bullets mastery Spell save: +9 (+3 eff.) Blindness immunity: +0% (-100%) Maximum life: +65.00 Light radius: +0 (-7) Healing mod.: +27% Steam crit. chance: +0% (-15%) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 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 1050.5 Physical damage. If the attack hits, the target is confused (46% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
10 citrine 10 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. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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. |
5 opal 5 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx 5 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. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 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. |
9 garnet 9 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade 5 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. |
3 turquoise 3 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. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
15 fire opal 15 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. |
4 diamond 4 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. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
[vs. Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) (Quiver)] 1970 alchemist agate1970 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Power: 66% (-111%) Range: 1.1x (-0.1x) Uses stat: 30% Wil Damage type: Physical Armour Penetration: +0 (-13) Physical crit. chance: +0.0% (-17.0%) Capacity: 0 (-22) Turns elapse between self-loadings: 0 (-6) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 0% chance to cause random gloom (-21%) * 0% chance to disease (-14%) Travel speed: +0% (-200%) Damage (Ranged): +0(-17) blight / +0(-24) mind / +0(-8) fire Burst (radius 1) on hit: +0(-8) fire Burst (radius 2) on crit: +0(-4) fire / +0(-4) arcane / +0(-4) mind When wielded/worn: Talent granted: +0(+-5) Hook Shell When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Cinderslice the pouch of voratun shots (22/22, 176% power, 13 apr) (Quiver)] 49 alchemist bloodstone49 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 Power: 66% (-111%) Range: 1.1x (-0.1x) Uses stat: 30% Wil Damage type: Physical Armour Penetration: +0 (-13) Physical crit. chance: +0.0% (-17.0%) Capacity: 0 (-22) Turns elapse between self-loadings: 0 (-6) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 0% chance to cause random gloom (-21%) * 0% chance to disease (-14%) Travel speed: +0% (-200%) Damage (Ranged): +0(-17) blight / +0(-24) mind / +0(-8) fire Burst (radius 1) on hit: +0(-8) fire Burst (radius 2) on crit: +0(-4) fire / +0(-4) arcane / +0(-4) mind When wielded/worn: Talent granted: +0(+-5) Hook Shell When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
[vs. Daimundur (Light source)] EilinathraEilinathra Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Changes stats: +3 Dex / +1 Mag / +0(-6) Wil / +1 Cun / +4 Con Changes resistances: +8% blight / +3%(-) all Changes resistances penetration: +0%(-10%) mind Changes damage: +0%(-12%) physical Critical mult.: +0.00% (-19.00%) Reduces incoming crit damage: 15.00% Maximum encumbrance: +0 (-20) Physical save: +0 (+0 eff.) (-25 (-6 eff.)) Spell save: +8 (+2 eff.) (-5 (-1 eff.)) Mental save: +7 (+2 eff.) Life regen: +3.80 Maximum life: +0.00 (-75.00) Maximum stamina: +0.00 (-5.00) Light radius: +3 (-1) See stealth: +14 See invisible: +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
iron armour reinforcement iron armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! |
iron kinetic stabiliser iron kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +3 (+1 eff.) Pinning immunity: +5% Knockback immunity: +5% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell good magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating good thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Burst (radius 1) on hit: +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
steel back support steel back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -8% Maximum encumbrance: +20 Tinkers can be attached to normal items to improve them with steam power! |
steel grapple steel grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
steel grip steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots steel rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
steel saw projector steel saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel toxic cannister launcher dwarven steel toxic cannister launcherPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
well-made antimagic shell well-made antimagic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made corrosive shell well-made corrosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell well-made explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +9 (+2 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove well-made poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
well-made saw shell well-made saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
great fungal web great fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Armour Penetration: +16 Physical crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree stralite silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Damage against: +28% Undead / +28% Demon / +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
perfect thunder grenade perfect thunder grenadePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Talent granted: +5 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 30% Wil Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 34] powerful fiery salve [power 34]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 158% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (34% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 34] powerful frost salve [power 34]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 158% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (34% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 398] powerful healing salve [power 398]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 158% efficiency and 52% cooldown modifier. It can be used to heal 398, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 344] powerful pain suppressor salve [power 344]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 158% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -344 life and reduces all damage by 21% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful water salve [power 34] powerful water salve [power 34]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 158% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (34% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 475] great healing salve [power 475]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 158% efficiency and 52% cooldown modifier. It can be used to heal 475, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great pain suppressor salve [power 413] great pain suppressor salve [power 413]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 158% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -413 life and reduces all damage by 25% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing pain suppressor salve [power 482] amazing pain suppressor salve [power 482]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 158% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -482 life and reduces all damage by 29% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
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. shattering dwarven-steel pickaxe (dig speed 16 turns) (Tool)] dwarven-steel pickaxe 'Duskoath' (dig speed 31 turns)dwarven-steel pickaxe 'Duskoath' (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5(+2) Str / +1 Dex / +2 Cun Changes resistances penetration: +0%(-14%) physical Grants telepathy: Dragon When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. shattering dwarven-steel pickaxe (dig speed 16 turns) (Tool)] StimulusStimulus Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +5 Cun / +0(-3) Str Changes resistances penetration: +0%(-14%) physical Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) When carried: Talent granted: +0(+-1) Dig Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack, costing 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 427.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
[vs. shattering dwarven-steel pickaxe (dig speed 16 turns) (Tool)] Lorindil [power 45] (44 cooldown)Lorindil [power 45] (44 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Changes stats: +3(-) Str Changes resistances penetration: +0%(-14%) physical Changes damage: +9% physical Grants telepathy: Humanoid/Orc Maximum life: +20.00 When carried: Talent granted: +0(+-1) Dig It can be used to teleport randomly (rad 45), putting all charms on cooldown for 44 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. shattering dwarven-steel pickaxe (dig speed 16 turns) (Tool)] Charwilter the voratun torque of psychoportation [power 50] (30 cooldown)Charwilter the voratun torque of psychoportation [power 50] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 20 arcane / 4 fire Changes stats: +0(-3) Str Changes resistances penetration: +0%(-14%) physical Talents cooldown: Telekinetic Blast (+5 turn) Silence (+10 turn) Talents granted: +4 Telekinetic Blast +8 Silence Reduces incoming crit damage: 15.00% When carried: Talent granted: +0(+-1) Dig It can be used to teleport randomly (rad 50), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. shattering dwarven-steel pickaxe (dig speed 16 turns) (Tool)] elven-wood totem of healing [power 180] (20 cooldown)elven-wood totem of healing [power 180] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +0(-3) Str Changes resistances penetration: +0%(-14%) physical When carried: Talent granted: +0(+-1) Dig It can be used to heal a target within range 10 (based on Willpower) for 180, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. shattering dwarven-steel pickaxe (dig speed 16 turns) (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: Damage when hit (Melee): 18 nature slow Changes stats: +0(-3) Str / +10 Wil Changes resistances: +20% blight / +20% arcane Changes resistances penetration: +0%(-14%) physical Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) When carried: Talent granted: +0(+-1) Dig 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. shattering dwarven-steel pickaxe (dig speed 16 turns) (Tool)] defiled dragonbone wand of clairvoyance [power 15] (6 cooldown)defiled dragonbone wand of clairvoyance [power 15] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +0(-3) Str Changes resistances penetration: +0%(-14%) physical Maximum vim: +19.00 When carried: Talent granted: +0(+-1) Dig It can be used to reveal the area around you, dispelling darkness (radius 15, power 65 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By CoPsyshot the Cornac Psyshot level 40
56th Pyre 123rd year of Ascendancy at 02:11 see stats
By CoPsyshot the Cornac Psyshot level 33
66th Regrowth 123rd year of Ascendancy at 16:25 see stats
By CoPsyshot the Cornac Psyshot level 40
54th Pyre 123rd year of Ascendancy at 08:03 see stats
By CoPsyshot the Cornac Psyshot level 45
8th Mirth 123rd year of Ascendancy at 10:50 see stats
By CoPsyshot the Cornac Psyshot level 46
7th Dusk 123rd year of Ascendancy at 07:56 see stats
By CoPsyshot the Cornac Psyshot level 50
18th Haze 123rd year of Ascendancy at 16:00 see stats
By CoPsyshot the Cornac Psyshot level 43
4th Mirth 123rd year of Ascendancy at 09:43 see stats
By CoPsyshot the Cornac Psyshot level 10
15th Dusk 122nd year of Ascendancy at 06:38 see stats
By CoPsyshot the Cornac Psyshot level 50
29th Haze 123rd year of Ascendancy at 04:16 see stats
By CoPsyshot the Cornac Psyshot level 42
79th Pyre 123rd year of Ascendancy at 20:51 see stats
By CoPsyshot the Cornac Psyshot level 40
53rd Pyre 123rd year of Ascendancy at 05:46 see stats
By CoPsyshot the Cornac Psyshot level 29
12nd Regrowth 123rd year of Ascendancy at 02:10 see stats
By CoPsyshot the Cornac Psyshot level 50
45th Regrowth 124th year of Ascendancy at 17:42 see stats
By CoPsyshot the Cornac Psyshot level 24
76th Haze 122nd year of Ascendancy at 20:24 see stats
By CoPsyshot the Cornac Psyshot level 29
12nd Regrowth 123rd year of Ascendancy at 07:00 see stats
By CoPsyshot the Cornac Psyshot level 31
26th Regrowth 123rd year of Ascendancy at 12:38 see stats
By CoPsyshot the Cornac Psyshot level 50
78th Haze 123rd year of Ascendancy at 06:51 see stats
By CoPsyshot the Cornac Psyshot level 48
7th Dusk 123rd year of Ascendancy at 19:14 see stats
By CoPsyshot the Cornac Psyshot level 50
39th Haze 123rd year of Ascendancy at 01:51 see stats
By CoPsyshot the Cornac Psyshot level 10
15th Dusk 122nd year of Ascendancy at 06:36 see stats
By CoPsyshot the Cornac Psyshot level 20
61st Haze 122nd year of Ascendancy at 21:04 see stats
By CoPsyshot the Cornac Psyshot level 30
12nd Regrowth 123rd year of Ascendancy at 14:41 see stats
By CoPsyshot the Cornac Psyshot level 40
53rd Pyre 123rd year of Ascendancy at 05:21 see stats
By CoPsyshot the Cornac Psyshot level 50
50th Dusk 123rd year of Ascendancy at 04:25 see stats
By CoPsyshot the Cornac Psyshot level 50
75th Haze 123rd year of Ascendancy at 13:21 see stats
By CoPsyshot the Cornac Psyshot level 50
31st Haze 123rd year of Ascendancy at 23:28 see stats
By CoPsyshot the Cornac Psyshot level 19
46th Haze 122nd year of Ascendancy at 13:30 see stats
By CoPsyshot the Cornac Psyshot level 50
15th Haze 123rd year of Ascendancy at 02:25 see stats
By CoPsyshot the Cornac Psyshot level 33
66th Regrowth 123rd year of Ascendancy at 03:55 see stats
By CoPsyshot the Cornac Psyshot level 43
79th Pyre 123rd year of Ascendancy at 22:52 see stats
By CoPsyshot the Cornac Psyshot level 50
45th Regrowth 124th year of Ascendancy at 17:41 see stats
By CoPsyshot the Cornac Psyshot level 9
9th Dusk 122nd year of Ascendancy at 02:07 see stats
By CoPsyshot the Cornac Psyshot level 33
66th Regrowth 123rd year of Ascendancy at 16:25 see stats
By CoPsyshot the Cornac Psyshot level 34
75th Regrowth 123rd year of Ascendancy at 02:52 see stats
By CoPsyshot the Cornac Psyshot level 50
45th Regrowth 124th year of Ascendancy at 17:42 see stats
By CoPsyshot the Cornac Psyshot level 50
43rd Regrowth 124th year of Ascendancy at 01:36 see stats
By CoPsyshot the Cornac Psyshot level 7
8th Mirth 122nd year of Ascendancy at 14:24 see stats
By CoPsyshot the Cornac Psyshot level 50
30th Haze 123rd year of Ascendancy at 15:01 see stats
By CoPsyshot the Cornac Psyshot level 49
38th Dusk 123rd year of Ascendancy at 18:48 see stats
By CoPsyshot the Cornac Psyshot level 27
10th Allure 123rd year of Ascendancy at 17:41 see stats
By CoPsyshot the Cornac Psyshot level 18
71st Dusk 122nd year of Ascendancy at 06:32 see stats
By CoPsyshot the Cornac Psyshot level 50
72nd Haze 123rd year of Ascendancy at 00:19 see stats
By CoPsyshot the Cornac Psyshot level 39
53rd Pyre 123rd year of Ascendancy at 05:21 see stats
Log
Today is the 52nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 16:25.
Error while transfering pouch of voratun shots 'Gloomquick' (20/20, 166% power, 6 apr) to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
You transfer pouch of voratun shots 'Gloomquick' (20/20, 166% power, 6 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
CoPsyshot deactivates Molten Iron Blood.
A psionic shield forms around CoPsyshot.
CoPsyshot deactivates Mechanical Arms.
CoPsyshot deactivates Embedded Restoration Systems.
CoPsyshot deactivates her cloak's restoration systems.
CoPsyshot deactivates Gestalt.
CoPsyshot deactivates Psiblades.
CoPsyshot tessellates her cloak!