












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official 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:
QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 50 / 273% |
| Size | medium |
| Lifes / Deaths | Killed by Betiratira the elven guard at level 24 on the 8th Allure 123rd year of Ascendancy at 14:32 4 / 3Killed by multi-hued drake at level 47 on the 63rd Dusk 123rd year of Ascendancy at 04:03 Killed by worm that walks at level 48 on the 67th Dusk 123rd year of Ascendancy at 04:50 |
Primary Stats
| Strength | 44 (base 34) |
| Dexterity | 136 (base 63) |
| Constitution | 26 (base 9) |
| Magic | 67 (base 60) |
| Willpower | 30 (base 9) |
| Cunning | 139 (base 64) |
Resources
| Life | 1035/1035 |
| Steam | 100/100 |
| Stamina | 215/215 |
| Psi | 140/140 |
| Healing Factor | 1.1224489795918 |
| Regeneration | 5.6683673469386 |
Speed
| Mental | +35% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 85.961028080619 |
| See Invisible | 75.961028080619 |
Offense: Mainhand
| Damage | 271 |
| Accuracy | 78 |
| Crit Chance | 98% |
| APR | 23 |
| Speed | 0.44 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +23% |
| Lightning | +11% |
| Light | +43% |
| Temporal | +28% |
| Darkness | +22% |
| Physical | +62% |
| Fire | +45% |
| All | +8% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +20% |
| Temporal | +20% |
| Mind | +15% |
| Physical | +52% |
| Fire | +10% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 47 (49.309173272933%) |
| Defense | 66 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 51 |
| Mental Save | 63 |
Defense: Resistances
| Acid | 7%( 70%) |
| Blight | 23%( 70%) |
| Arcane | 9%( 70%) |
| Cold | 7%( 70%) |
| All | 4%( 70%) |
| Lightning | 33%( 70%) |
| Light | 67%( 70%) |
| Temporal | 25%( 70%) |
| Physical | 14%( 70%) |
| Darkness | 38%( 70%) |
| Fire | 28%( 70%) |
| Mind | 16%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Disarm Resistance | 100% |
| Confusion Resistance | 35% |
| Knockback Resistance | 20% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 834% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 757 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 for 10 turns. While Heroism is active, you will only die when reaching -892 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Agility | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Intuitive Shots |
| talent | Piercing Ammunition |
| talent | Rapid Shot |
| talent | Trained Reactions |
| talent | Chant of Fortitude |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj&039;s request to study it. You must now look for the athame and diamond in Reknor. Back and there againYou brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 |
Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest) | done |
You failed to protect the lost warrior from death by Glorelravea the xorn. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | 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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. 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 |
The Doom of the World! | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITESLATEWHITESLATEWHITELIGHT_GREEN | active |
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&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
Till the Blood Runs Clear | active |
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 | Hettumnir (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex / +4 Wil / +3 Cun / +6 Con Reduces incoming crit damage: 15.00% Maximum encumbrance: +31 Physical save: +23 (+7 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
| Quiver | Getodeleneg the Eclipseburst (20/20, 166% power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +22.0% Capacity: 20 On weapon hit: * 20% chance to inflict 15% damage reduction * 40% chance to blind * 10% chance to create an air burst On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing * cripple the target Travel speed: +200% Damage (Ranged): +45 darkness / +18 bleed / +8 light Burst (radius 2) on crit: +12 light Damage against: +20% Living When wielded/worn: Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Velema Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +1 Wil / +6 Con Changes resistances: +14% blight / +14% light / +5% arcane Changes damage: +14% darkness / +20% light Damage affinity(heal): +5% darkness Spell save: +29 (+10 eff.) Mental save: +10 (+3 eff.) Life regen: +4.80 Mana each turn: +0.08 Spell crit. chance: +2% Light radius: +9 Infravision radius: +4 See stealth: +35 See invisible: +25 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 172.48 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+9 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+4 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +4 Iron Grip Critical mult.: +30.00% Disarm immunity: +140% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Silubrenne the Cracklewrack [power 91] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Changes stats: +3 Str / +5 Dex Maximum wards: +3 physical / +4 mind / +3 darkness Changes resistances penetration: +10% lightning Changes damage: +15% physical Talent granted: +1 Ward Physical save: +30 (+10 eff.) Stamina each turn: +0.40 Maximum stamina: +20.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 91 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +11 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Mindpower: +8 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | Ulukan the NimbusboreCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +10 (+2 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes stats: +11 Cun / +6 Dex Changes resistances: +3% acid Changes damage: +3% lightning Maximum encumbrance: +29 Rings can have magical properties. |
| Around neck | XylennInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Dex Changes resistances: +12% temporal / +23% light / +6% blight / +6% fire / +3% cold / +20% darkness Changes resistances penetration: +5% mind Changes damage: +9% physical Spell save: +31 (+10 eff.) Blindness immunity: +49% Combat speed: +10% Amulets can have magical properties. |
| In main hand | Dazzleblack Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 167% Firing range: +9 On weapon hit: * 40% chance to blind * applies a stacking poison dealing 39 damage per turn Travel speed: +400% Damage (Ranged): +13 fire When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +10% light / +5% lightning Changes damage: +15% fire Light radius: +2 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Fatigue: -20% Changes stats: +12 Dex / +10 Cun / +8 Lck Maximum encumbrance: +50 Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.8 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 67 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Summertide (17 def, 15 armour, 100% power, 260 block)Requires: - Willpower 28 - Dexterity 20 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 87.33 to 109.16 light damage (based on Willpower and Cunning), costing 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | cashmere cloak &039; (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Dex / +5 Cun / +5 Con Changes resistances: +30% lightning / +9% fire Changes damage: +12% fire Critical mult.: +20.00% Stun/Freeze immunity: +50% Mindpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 13 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +13 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +0 Str / +0 Dex / +5 Mag / +3 Wil / +0 Cun / +0 Con Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Reduces incoming crit damage: 35.00% Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +23 (+7 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
medical injector implant of the duelist (efficiency 226% / cooldown 62%)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 226% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 262% / cooldown 70%)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 262% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 229% / cooldown 50%)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 229% efficiency and cooldown mod of 50%. 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.. |
medical injector implant of the warrior (efficiency 182% / cooldown 59%)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 182% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 134% / cooldown 70%)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 134% efficiency and cooldown mod of 70%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 208% / cooldown 73%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 73%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 774 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 774 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. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 586 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 586 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. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 883 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 883 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 316 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 316 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 22%; cure magical, mental)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 22%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% 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. Press to compare to your current inscriptions |
movement infusion of the duelist (828% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 828% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. Press to compare to your current inscriptions |
movement infusion of the duelist (1044% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1044% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (785% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+24 for 11 turns, die at -1090)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: 24 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 11 turns. While Heroism is active, you will only die when reaching -1090 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the wizard (+15 for 10 turns, die at -628)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: 20 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 15 for 10 turns. While Heroism is active, you will only die when reaching -628 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the wizard (range 10; power 30; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Blindness immunity: +10% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Lightningbile the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +2 Mag / +3 Wil / +7 Cun Changes damage: +9% lightning Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 220 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +13% temporal Grants telepathy: Dragon Critical mult.: +15.00% Pinning immunity: +25% Knockback immunity: +21% Light radius: +2 Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Deepslore the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +14% light / +20% darkness Changes resistances penetration: +20% darkness Changes damage: +27% darkness Critical mult.: +6.00% Blindness immunity: +32% Life regen: +0.40 Stamina each turn: +1.00 Only die when reaching: -60.00 life Amulets can have magical properties. |
Gessra the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 10 light / 11 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 9% chance to blind Changes resistances: +9% mind Changes damage: +10% light / +10% darkness Reduces incoming crit damage: 15.00% Blindness immunity: +30% Silence immunity: +20% Knockback immunity: +15% Only die when reaching: -40.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
GetirarerachCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +8 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Str / +3 Dex Changes resistances: +4% physical Changes damage: +8% physical Physical save: +9 (+3 eff.) Combat speed: +10% Amulets can have magical properties. |
gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Amulets can have magical properties. |
wanderer&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +1 Mag / +5 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.30 Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Movement speed: +10% Amulets can have magical properties. |
Cleansegash the stralite amuletInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes resistances: +19% blight / +12% lightning / +5% arcane / +26% nature Physical save: +41 (+13 eff.) Spell save: +37 (+12 eff.) Mental save: +38 (+10 eff.) Poison immunity: +33% Disease immunity: +35% Amulets can have magical properties. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Frost Lord&Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
Daykill the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +9% acid / +24% fire Changes resistances penetration: +25% acid / +10% light Changes damage: +12% fire Light radius: +2 Rings can have magical properties. |
XanottaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes resistances: +24% cold / +6% darkness / +12% fire Changes damage: +12% cold Rings can have magical properties. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
DuathelthornCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Damage when hit (Melee): 20 darkness / 4 acid Changes stats: +4 Cun Changes resistances: +9% acid Rings can have magical properties. |
GaleenvyCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +20% mind Changes damage: +30% lightning / +15% mind Stun/Freeze immunity: +29% Life regen: +1.90 Equilibrium when hit: +0.12 Rings can have magical properties. |
Kilnstreak the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +12% mind / +24% fire Changes resistances penetration: +25% mind Changes damage: +6% fire Stun/Freeze immunity: +30% Life regen: +1.60 Rings can have magical properties. |
RelgadirInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil / +3 Con Mental save: +5 (+1 eff.) Confusion immunity: +28% Light radius: +3 See invisible: +9 Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn& |
mule&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% fire Changes damage: +12% fire Maximum encumbrance: +25 Rings can have magical properties. |
steel ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +22% darkness / +20% blight Changes damage: +24% blight / +9% temporal / +11% darkness Rings can have magical properties. |
SplendourravagePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +14% arcane / +15% light Changes damage: +14% arcane Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
SplendourravenInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +30% acid / +18% light Changes damage: +15% acid Mental save: +39 (+10 eff.) Light radius: +3 Rings can have magical properties. |
mule&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +26 Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
sneakthief&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +6 Dex Life regen: +0.70 Maximum life: +76.00 Healing mod.: +15% Rings can have magical properties. |
DazzlewitchCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to blind Changes resistances penetration: +25% light Maximum encumbrance: +24 Mental save: +30 (+8 eff.) Psi when hit: +0.16 Maximum hate: +4.00 Mindpower: +6 (+2 eff.) Light radius: +3 Rings can have magical properties. |
Erelaharahad the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes resistances: +6% blight / +15% temporal / +9% darkness / +12% acid Changes resistances penetration: +25% blight Maximum encumbrance: +27 Spell save: +6 (+2 eff.) Rings can have magical properties. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+4 eff.) Rings can have magical properties. |
Stormpall the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Physical power: +7 (+2 eff.) Defense: +12 (+3 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to daze at end of turn * 10% chance to disease Damage when hit (Melee): 4 blight Changes damage: +3% blight / +12% lightning Maximum encumbrance: +36 Spellpower: +11 (+3 eff.) Mindpower: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +10 Str / +11 Con Changes resistances: +30% lightning Changes damage: +15% lightning Spell save: +20 (+7 eff.) Cut immunity: +25% Confusion immunity: +10% Teleport immunity: +25% Only die when reaching: -40.00 life Maximum stamina: +31.00 Rings can have magical properties. |
voratun ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+6 eff.) Physical crit. chance: +3.0% Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +10 Dex Life regen: +0.60 Maximum life: +50.00 Maximum stamina: +20.00 Rings can have magical properties. |
Sawrd (136% power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 137% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+6 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Scatter Shot (-2 turns) A sling with an inscription on its handle: &039;. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: 9 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it& |
Ulodofang the ShinefuryRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to blind Damage (Ranged): +12 lightning When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Changes resistances penetration: +5% light / +8% physical Changes damage: +10% lightning Damage Shield penetration: +30% Slings are used to hurl stones or metal shots at your foes. |
Lisotta the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Fire Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 acid When wielded/worn: Physical power: +29 (+6 eff.) Changes stats: +8 Cun / +13 Str Changes resistances: +6% blight / +3% temporal / +9% nature Changes resistances penetration: +25% physical Changes damage: +22% acid Disease immunity: +15% Cut immunity: +15% Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling &039;Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +17 acid When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +4 Str / +6 Dex / +2 Wil Changes damage: +14% acid Grants telepathy: Dragon Damage Shield penetration: +10% Slings are used to hurl stones or metal shots at your foes. |
Brodukor the Radiancebrace (15/16, 150% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 150% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +10.0% Capacity: 16 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 40% chance to blind * 8% chance to disease Travel speed: +200% Damage (Ranged): +14 blight / +8 cold / +8 mind Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 mind When wielded/worn: Shots are used with slings to pummel your foes to death. |
Arata (18/18, 153% power, 5 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 153% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +11.5% Capacity: 18 On weapon hit: * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +16 acid / +74 physical / +12 blight Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
Cinder&Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Ranged): +40 fire / +16 bleed Burst (radius 1) on hit: +24 fire Burst (radius 2) on crit: +8 fire Shots are used with slings to pummel your foes to death. |
Thundercrack (16/16, 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% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. 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! |
Temporal Rift (8 def, 4 armour, 100% power, 325 block)Requires: - Dexterity 40 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 70% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Silunn (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Changes resistances: +12% blight Critical mult.: +13.00% Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +5.80 Maximum life: +106.00 Healing mod.: +32% A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 8 power out of 16/16) : Effective talent level: 4.0 Power cost: 8 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 173.01 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel& |
prismatic drakeskin leather armour of alacrity (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +13% light / +20% darkness Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
BelidarinInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes stats: +2 Con Changes resistances: +5% arcane / +3% lightning Critical mult.: +3.00% Maximum encumbrance: +0 Life regen: +0.20 Only die when reaching: -40.00 life Maximum life: +34.00 A belt that goes around your waist. |
Velireda the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Fatigue: +0% Changes stats: +3 Wil Changes resistances: +6% nature / +12% darkness Reduces incoming crit damage: 10.00% Maximum encumbrance: +0 Mental save: +9 (+2 eff.) Silence immunity: +10% Only die when reaching: -80.00 life Spellpower: +7 (+2 eff.) Light radius: +1 A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 11 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
cashmere cloak &039; (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +3 Str / +2 Mag / +1 Con Changes resistances: +0% lightning Physical save: +17 (+5 eff.) Stun/Freeze immunity: +0% Mana each turn: +0.20 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +96.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 light Changes stats: +6 Str / +3 Cun / +4 Con Reduces incoming crit damage: 15.00% Spell save: +10 (+4 eff.) Mental save: +11 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak&Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 30 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Eden&Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 30 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. |
Wanderer&Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots &039; (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Physical save: +25 (+8 eff.) Poison immunity: +15% Disease immunity: +10% Knockback immunity: +10% Stamina each turn: +0.50 Only die when reaching: -60.00 life Maximum stamina: +19.00 A pair of boots made of leather. |
Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+1 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 13 (based on Magic), costing 14 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Ashbliss (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +2 Cun / +2 Con Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +23% Light radius: +3 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 4% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (179 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (298 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 11 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you& |
Emara (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +2 Dex Changes resistances: +2% physical Changes resistances penetration: +10% physical Critical mult.: +9.00% Maximum encumbrance: +30 Physical save: +28 (+9 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Erelylar the pair of dwarven-steel boots (0 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Physical power: +6 (+2 eff.) Armour: +14 Fatigue: -2% Changes resistances penetration: +20% mind Maximum encumbrance: +34 Physical save: +8 (+2 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Mayara (6 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +4 Cun / +3 Dex Physical save: +6 (+2 eff.) Maximum stamina: +10.00 It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 arcane Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Wil / +3 Cun Changes resistances: +6% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Disarm immunity: +0% It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Armour: +3 Critical mult.: +14.00% Spell crit. chance: +10% Mental crit. chance: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Barelar (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +8 Changes stats: +3 Mag Changes damage: +12% physical Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +29% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets &039; (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +8 Str / +3 Dex / +5 Mag / +4 Cun Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 15.00% Physical save: +8 (+2 eff.) See invisible: +12 Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat &039; (2 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +3 Dex / +1 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +18% light Changes damage: +12% light Life regen: +3.50 Vim when firing critical spell: +1.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Damage Shield Power: +11% It can be used to activate talent Stone Wall, placing all other charms into a 48 cooldown : Effective talent level: 1.0 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 141.05 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather hat &039; (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour penetration: +7 Armour: +3 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +4 Cun / +4 Dex Changes resistances: +9% darkness Physical save: +30 (+10 eff.) Spell save: +30 (+10 eff.) Mental save: +0 (+0 eff.) Disease immunity: +15% Silence immunity: +0% Stun/Freeze immunity: +15% Light radius: +0 See invisible: +15 A hat made of leather. Very stylish. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Saludheth the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 physical Changes stats: +8 Dex / +2 Mag / +4 Cun Changes resistances: +5% physical Critical mult.: +6.00% Spellpower on spell critical (stacks up to 3 times): +10 A cap made of leather. |
Barulavor the drakeskin leather cap (11 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +4 (+1 eff.) Armour: +5 Defense: +11 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +8 Dex / +7 Cun / +14 Con Changes resistances penetration: +5% mind Changes damage: +3% physical Critical mult.: +9.00% Maximum stamina: +10.00 A cap made of leather. |
dwarven-steel helm &039; (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +10 Fatigue: +4% Changes stats: +2 Con Changes resistances: +8% nature Physical save: +12 (+4 eff.) Spell save: +5 (+2 eff.) Maximum life: +55.00 Healing mod.: +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Beliregodil the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Changes stats: +4 Str / +3 Dex / +4 Wil / +5 Cun / +4 Con Changes resistances: +6% blight / +15% fire / +10% cold Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Mental save: +0 (+0 eff.) Mindpower: +5 (+1 eff.) Light radius: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Traces of a dragon& |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 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. |
2 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
5 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 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. |
5 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. |
8 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. |
8 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 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
1582 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
61 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +0% light Light radius: +1 Infravision radius: +6 See stealth: +0 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Bethenne the alchemist&Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +9% temporal Changes damage: +11% mind Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +3 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
LightstrikePowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +11% darkness Changes damage: +11% light Damage affinity(heal): +5% light Mental save: +18 (+5 eff.) Mental crit. chance: +2% Light radius: +9 Heals friendly targets nearby when you use a nature summon: +50 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 54.47 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Aduwyn the dwarven lanternInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +22 Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% temporal / +6% light / +3% all Changes resistances penetration: +23% all Changes damage: +9% acid Spell save: +9 (+3 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
great air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Accuracy: +16 (+4 eff.) Light radius: +6 Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! |
Eluritha the Sootraven (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Changes stats: +2 Cun / +5 Str Changes resistances: +15% darkness Changes resistances penetration: +15% mind Changes damage: +12% darkness When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 2.4 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Eternity&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
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 (2/3)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 122 power out of 319/400. 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 (5/5)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 505.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Sepsiswisp the dwarven-steel torque of psychoportation [power 36] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +9% nature Maximum wards: +3 physical / +3 mind / +2 darkness Changes resistances penetration: +15% nature Changes damage: +15% mind / +15% nature Talent granted: +1 Ward It can be used to teleport randomly (rad 36), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Infernoobeisance [power 5] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +31% acid / +9% fire / +9% darkness Talent granted: +4 Telekinetic Blast Mental save: +30 (+8 eff.) Confusion immunity: +30% Stun/Freeze immunity: +25% It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
yew wand of clairvoyance &039; [power 12] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +8 Damage when hit (Melee): 20 fire Life regen: +0.60 Maximum life: +50.00 Maximum stamina: +30.00 It can be used to reveal the area around you, dispelling darkness (radius 12, power 74 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By ShaSliCo the Shalore Archer level 34
55th Regrowth 123rd year of Ascendancy at 03:02 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By ShaSliCo the Shalore Archer level 34
53rd Regrowth 123rd year of Ascendancy at 05:19 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By ShaSliCo the Shalore Archer level 39
66th Pyre 123rd year of Ascendancy at 07:35 see stats
Back and there again (Insane (Adventure) difficulty)
54th Dusk 123rd year of Ascendancy at 22:55 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By ShaSliCo the Shalore Archer level 37
62nd Pyre 123rd year of Ascendancy at 23:15 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By ShaSliCo the Shalore Archer level 24
18th Regrowth 123rd year of Ascendancy at 00:06 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By ShaSliCo the Shalore Archer level 17
36th Dusk 122nd year of Ascendancy at 21:43 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By ShaSliCo the Shalore Archer level 36
41st Pyre 123rd year of Ascendancy at 07:47 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By ShaSliCo the Shalore Archer level 35
37th Pyre 123rd year of Ascendancy at 17:29 see stats
Earth Master (Insane (Adventure) difficulty)
27th Regrowth 123rd year of Ascendancy at 19:04 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By ShaSliCo the Shalore Archer level 23
72nd Dusk 122nd year of Ascendancy at 17:28 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ShaSliCo the Shalore Archer level 25
19th Regrowth 123rd year of Ascendancy at 01:15 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By ShaSliCo the Shalore Archer level 38
64th Pyre 123rd year of Ascendancy at 21:36 see stats
Home sweet home (Insane (Adventure) difficulty)
74th Dusk 122nd year of Ascendancy at 13:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By ShaSliCo the Shalore Archer level 10
4th Dusk 122nd year of Ascendancy at 13:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By ShaSliCo the Shalore Archer level 20
64th Dusk 122nd year of Ascendancy at 22:47 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By ShaSliCo the Shalore Archer level 30
39th Regrowth 123rd year of Ascendancy at 00:20 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By ShaSliCo the Shalore Archer level 40
70th Pyre 123rd year of Ascendancy at 18:29 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By ShaSliCo the Shalore Archer level 50
72nd Dusk 123rd year of Ascendancy at 11:02 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By ShaSliCo the Shalore Archer level 45
60th Dusk 123rd year of Ascendancy at 03:08 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By ShaSliCo the Shalore Archer level 50
1st Haze 123rd year of Ascendancy at 19:05 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By ShaSliCo the Shalore Archer level 24
7th Allure 123rd year of Ascendancy at 06:00 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By ShaSliCo the Shalore Archer level 34
53rd Regrowth 123rd year of Ascendancy at 04:16 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By ShaSliCo the Shalore Archer level 22
71st Dusk 122nd year of Ascendancy at 20:38 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By ShaSliCo the Shalore Archer level 37
59th Pyre 123rd year of Ascendancy at 08:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By ShaSliCo the Shalore Archer level 10
4th Dusk 122nd year of Ascendancy at 13:55 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By ShaSliCo the Shalore Archer level 44
48th Dusk 123rd year of Ascendancy at 02:01 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By ShaSliCo the Shalore Archer level 8
5th Mirth 122nd year of Ascendancy at 09:24 see stats
There and back again (Insane (Adventure) difficulty)
10th Mirth 123rd year of Ascendancy at 17:37 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By ShaSliCo the Shalore Archer level 23
72nd Dusk 122nd year of Ascendancy at 10:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By ShaSliCo the Shalore Archer level 15
25th Dusk 122nd year of Ascendancy at 00:46 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By ShaSliCo the Shalore Archer level 33
52nd Regrowth 123rd year of Ascendancy at 04:37 see stats
Log
--------------------------------
There is a Unremarkable cave here (press &039; or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you are back to the far east.
Saving game...
Saving done.
There is a ladder to worldmap here (press &039; or right click to use).
Saving game...
Saving done.
There is no portal to activate here.
--------------------------------
Space around you starts to dissolve...
--------------------------------
Resting starts...
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a teleportation circle to the surface here (press &039; or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
--------------------------------
Saving done.
ShaSliCo deactivates Rapid Shot.
ShaSliCo deactivates Chant of Fortitude.
ShaSliCo deactivates Trained Reactions.
ShaSliCo deactivates Intuitive Shots.
ShaSliCo deactivates Piercing Ammunition.






































































































































































