










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 46 / 7% |
| Size | big |
| Lifes / Deaths | Killed by Xerodherin the gigantic gravity worm at level 20 on the 54th Dusk 122nd year of Ascendancy at 16:03 3 / 4Killed by Xaniraldawe the elven warrior at level 24 on the 67th Dusk 122nd year of Ascendancy at 17:55 Killed by Zentcgu the daelach at level 44 on the 34th Regrowth 123rd year of Ascendancy at 05:31 Killed by Zentcgu the daelach at level 44 on the 34th Regrowth 123rd year of Ascendancy at 06:59 |
Primary Stats
| Strength | 37 (base 10) |
| Dexterity | 23 (base 10) |
| Constitution | 36 (base 12) |
| Magic | 107 (base 60) |
| Willpower | 93 (base 60) |
| Cunning | 90 (base 58) |
Resources
| Life | 1064/1064 |
| Mana | 665/665 |
| Paradox | 318 |
| Steam | 100/100 |
| Healing Factor | 1.3193203883496 |
| Regeneration | 17.085199029127 |
Speed
| Mental | -2.2293278334473E-11% |
| Attack | -2.2293278334473E-11% |
| Movement | +23% |
| Spell | -2.2293278334473E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 2 |
| See Stealth | 22 |
| See Invisible | 69 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 28 |
| Crit Chance | 29% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 36% |
| Speed | 1.0000000000002 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 25% |
| Speed | 1.0000000000002 |
Offense: Damage Bonus
| Lightning | +25% |
| Light | +20% |
| Temporal | +30% |
| Nature | +21% |
| Mind | +15% |
| Fire | +15% |
| All | +0% |
Offense: Damage Penetration
| Lightning | +15% |
| Temporal | +36% |
| Arcane | +25% |
| Mind | +5% |
| Darkness | +32% |
Defense: Base
| Armour (hardiness) | 55.105979961581 (44.670658682635%) |
| Defense | 49 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 60 |
| Mental Save | 58 |
Defense: Resistances
| Blight | 12%( 70%) |
| Arcane | 11%( 70%) |
| Cold | 30%( 70%) |
| All | 7%( 70%) |
| Darkness | 70%( 70%) |
| Light | 24%( 70%) |
| Temporal | 59%( 70%) |
| Lightning | 36%( 70%) |
| Mind | 12%( 70%) |
| Fire | 12%( 70%) |
| Nature | 70%( 70%) |
Defense: Immunities
| Stun Resistance | 91% |
| Confusion Resistance | 46% |
| Poison Resistance | 80% |
| Blind Resistance | 77% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Disarm Resistance | 76% |
| Pinning Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 695 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 257 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 879% 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 Willpower stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Gravity | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Matter | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Matter Weaving |
| talent | Premonition |
| talent | Contingency |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | Tuning Paradox at a rate of -12 per turn. Spacetime Tuning |
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 |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Xanota the dire wolf. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by Nerayathra the skeleton warrior. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell) | 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 Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Mayatira the ghoul. Escort: temporal explorer (level 5 of Dreadfell) | failed |
The unhallowed morass is the name of the &039; surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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 |
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 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. | active |
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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | 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_GREENWHITESLATE There and back again | 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 | pair of voratun boots &039; (10 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +5 Defense: +10 (+4 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +4% Changes stats: +8 Str Changes resistances: +52% darkness / +56% temporal Changes resistances penetration: +32% darkness / +36% temporal Grants telepathy: Humanoid/Orc Talent granted: +5 Moss Tread Stealth bonus: +10 Poison immunity: +10% Infravision radius: +2 Defense after a teleport: +54 Resist all after a teleport: +33% New effects duration reduction after a teleport: +56% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | alchemist&039;Xanatha&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +20% nature / +6% darkness Changes damage: +20% light Spell save: +6 (+1 eff.) Blindness immunity: +31% Cut immunity: +20% Confusion immunity: +15% Light radius: +13 See stealth: +22 See invisible: +17 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 Track, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | elven-silk wizard hat &039; (3 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +11 Wil / +17 Cun Changes resistances: +5% arcane / +27% nature / +6% mind Changes resistances penetration: +25% arcane / +5% mind Changes damage: +18% nature / +6% mind Mental save: +15 (+4 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | yew totem of cure ailments &039; [power 3] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 20 light Changes stats: +3 Str / +1 Dex / +2 Mag / +10 Con Maximum wards: +4 acid / +4 nature / +4 light Grants telepathy: All Talent granted: +1 Ward It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring &039;Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +2 Con Spell save: +11 (+3 eff.) Disarm immunity: +47% Pinning immunity: +46% Knockback immunity: +45% Only die when reaching: -80.00 life Maximum life: +44.00 Maximum stamina: +10.00 Rings can have magical properties. |
| On fingers | ViperpythonInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +8 (+3 eff.) Damage when hit (Melee): 8 nature / 4 acid Changes stats: +5 Con Changes resistances: +6% nature Changes damage: +3% nature Physical save: +10 (+5 eff.) Life regen: +0.60 Maximum life: +61.00 Movement speed: +13% Healing mod.: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
| Around waist | hardened leather belt &039; Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Fatigue: -20% Changes stats: +2 Str / +4 Dex / +2 Mag / +3 Cun Reduces incoming crit damage: 15.00% Maximum encumbrance: +50 Spell save: +10 (+2 eff.) See invisible: +9 Size category: +1 A belt that goes around your waist. |
| In main hand | dragonbone vilestaff &039; (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 54 fire Changes stats: +4 Str Changes resistances: +3% darkness Changes damage: +9% mind / +30% temporal Talent granted: +1 Command Staff Critical mult.: +70.00% Reduces incoming crit damage: 15.00% Mana each turn: +5.00 Spellpower: +46 (+10 eff.) Spell crit. chance: +5% Light radius: +1 See invisible: +43 Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves &039; (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 fire Changes stats: +7 Str / +3 Dex / +4 Wil / +4 Cun / +4 Con Changes damage: +15% fire Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Spring Grapple Physical save: +7 (+3 eff.) Disarm immunity: +28% Life regen: +2.10 Stamina each turn: +0.50 Psi each turn: +0.16 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Set Up (10% chance level 3). Damage (Melee): +4 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Spellpower: +20 (+5 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | cashmere cloak &039; (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +3 Wil Changes resistances: +3% lightning / +25% cold / +25% nature Spell save: +20 (+5 eff.) Blindness immunity: +5% Silence immunity: +20% Stun/Freeze immunity: +35% Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Beridoyon the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Dex / +4 Wil Changes resistances: +6% lightning / +19% light / +6% blight / +6% fire / +21% darkness Mental save: +17 (+5 eff.) Blindness immunity: +41% Confusion immunity: +21% Mindpower: +12 (+3 eff.) Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 95% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 56%. 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 139% / cooldown 78%)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 139% efficiency and cooldown mod of 78%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.8 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 18)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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.0 steam per turn. Can be activated for an instant burst of 90 steam. 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.. |
heroism infusion of the sneak (+18 for 10 turns, die at -569)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 18 for 10 turns. While Heroism is active, you will only die when reaching -569 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. |
movement infusion of the titan (755% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 755% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
Rune of the Rift (522.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 678.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning 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. |
Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
ArugadanCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Str / +10 Dex / +6 Wil / +8 Con Reduces incoming crit damage: 15.00% See invisible: +6 Amulets can have magical properties. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Lorasus the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% lightning / +6% nature / +6% light Cut immunity: +10% Stun/Freeze immunity: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 364 strength, based on Magic) for 5 turns, costing 20 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
insulating gold amulet of perfection (0.21 Chronomancy / Stasis,0.21 Chronomancy / Spacetime Folding)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +17% fire / +18% cold Talent masteries: +0.21 Chronomancy / Stasis +0.21 Chronomancy / Spacetime Folding Amulets can have magical properties. |
AryrithaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +6 Changes stats: +9 Dex / +8 Cun / +4 Con Changes resistances: +15% blight / +3% mind / +6% light / +11% nature Spell save: +33 (+8 eff.) Poison immunity: +30% Disease immunity: +25% Maximum stamina: +29.00 Rings can have magical properties. |
Boriregokor the UnlightsnakePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +8 Mag Changes damage: +6% physical Critical mult.: +21.00% Spell save: +16 (+4 eff.) Life regen: +0.40 Rings can have magical properties. |
gold ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Fatigue: -6% Damage when hit (Melee): 12 light Changes stats: +6 Str Changes resistances penetration: +20% physical Changes damage: +12% light Maximum encumbrance: +31 Physical save: +12 (+6 eff.) Rings can have magical properties. |
pixie&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +4 Cun / +4 Mag Spellpower: +9 (+2 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
solipsist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mental save: +5 (+2 eff.) Confusion immunity: +25% Mindpower: +6 (+2 eff.) Rings can have magical properties. |
steel ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Wil / +2 Cun / +9 Con Changes resistances: +24% light Changes damage: +12% light Infravision radius: +3 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Glygadhemira the Mucustide (45.5-59.15 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 45.5 - 59.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease Damage (Melee): +8 blight Burst (radius 1) on hit: +4 nature / +4 physical When wielded/worn: Physical power: +4 (+2 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Mag / +4 Wil / +2 Con Disease immunity: +16% Spellpower: +7 (+2 eff.) Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.Korodil the Tempestravager (67.5-101.25 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +84 insidious poison / +12 light / +12 acid Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 31% chance to daze at end of turn Changes resistances: +6% light / +12% acid Changes resistances penetration: +10% light Massive two-handed mauls. |
Tirakai&Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 72.8 Uses stats: 10% Mag, 120% Str Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +12.0% Attack speed: 100% Burst (radius 2) on crit: +48 flameshock When wielded/worn: Changes stats: +4 Str / +12 Dex / +12 Mag / +4 Wil / +12 Cun / +4 Con Changes damage: +16% fire Ruby: Fire It can be used to imbue the hammer with a gem of your choice, costing 8 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level.flaming stralite greatsword of vileness (49-78.4 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 31% chance to disease Damage (Melee): +13 blight Burst (radius 1) on hit: +21 fire Massive two-handed swords. |
dragonbone longbow &039;Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 30% chance to daze at end of turn When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +5 Str / +18 Dex / +17 Mag / +3 Wil / +5 Cun / +8 Con Changes resistances: +3% mind Changes resistances penetration: +18% lightning / +30% physical Changes damage: +17% arcane Maximum encumbrance: +10 Physical save: +3 (+1 eff.) Spellpower: +12 (+3 eff.) Healing mod.: +10% Longbows are used to shoot arrows at your foes. |
elven-wood longbow &039;Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20% chance to daze at end of turn Damage (Ranged): +12 fire Burst (radius 1) on hit: +6 lightning Burst (radius 2) on crit: +2 lightning When wielded/worn: Physical power: +14 (+7 eff.) Ammo reloads per turn: +8 Changes stats: +6 Str / +3 Mag Changes resistances penetration: +14% temporal / +14% physical Changes damage: +15% fire / +14% physical / +11% temporal Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Nithan&Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 13 power out of 16/16) : Effective talent level: 4.0 Power cost: 13 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
thunderous voratun steamgun of cunning (+2) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 13% chance to daze at end of turn * injects a simple virus dealing 83 blight damage on hit and lowering the victims highest stat Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +8 Cun / +2 Con Changes resistances penetration: +9% lightning / +18% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Emelossra the voratun steamsaw (41-61.5 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 On weapon hit: * Random elemental explosion Attacks use: 1.0 Steam When wielded/worn: Accuracy: +23 (+10 eff.) Armour: +6 Defense: +28 (+10 eff.) Fatigue: +12% Changes stats: +2 Dex / +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +11% acid / +9% fire / +17% lightning / +13% cold Talent granted: +3 Block Disarm immunity: +67% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Razorlock (25-37.5 power, 24 apr)Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 25.0 - 37.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+4 eff.) Fatigue: +13% Talent granted: +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
truestriking voratun steamsaw of earthen fury (38.5-57.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +104 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +12 Armour: +14 Armour Hardiness: +7% Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances: +15% physical Changes resistances penetration: +11% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+5 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
This item will automatically be transmogrified when you leave the level.insidious stralite waraxe of massacre (44.5-62.3 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +35 insidious poison One-handed war axes. |
rough leather belt &039;Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +5 Cun / +4 Con Physical save: +6 (+3 eff.) Maximum psi: +40.00 Mindpower: +8 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 Size category: +1 A belt that goes around your waist. |
Arurab the cashmere cloak (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Str / +5 Mag / +1 Cun / +3 Con Changes resistances: +18% cold Changes resistances penetration: +8% arcane Changes damage: +7% arcane Critical mult.: +16.00% Maximum mana: +46.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 40 power out of 50/50) : Effective talent level: 1.3 Power cost: 40 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 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. |
Glorilramira (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +6 Mag / +7 Wil Changes resistances: +6% fire / +6% cold Changes resistances penetration: +10% temporal Changes damage: +9% temporal Reduces incoming crit damage: 15.00% It can be used to blink to a nearby random location (rad 29), putting all charms on cooldown for 20 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Weeptide (0 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Physical power: +5 (+3 eff.) Armour: +12 Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% temporal Changes damage: +3% nature Stamina each turn: +0.50 Maximum life: +41.00 Infravision radius: +2 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Will of Ul&Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul& |
dwarven-steel gauntlets &039; (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +2 Changes stats: +2 Str / +3 Con Changes resistances: +5% arcane Physical save: +16 (+7 eff.) Spell save: +5 (+1 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +34% Teleport immunity: +15% Mana each turn: +0.12 Only die when reaching: -40.00 life Spellpower: +9 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 24.5 - 34.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +9 arcane / +13 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
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 (+16 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Guvea the hardened leather cap (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 temporal Changes stats: +7 Cun / +13 Wil Changes resistances: +12% temporal Mindpower: +13 (+3 eff.) Mental crit. chance: +2% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Xeruyata the Tempestwilder (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 lightning / 21 temporal Changes stats: +5 Cun / +4 Dex Changes resistances penetration: +15% temporal Changes damage: +6% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Yvada (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +9 Str / +10 Dex / +3 Mag / +5 Wil / +11 Cun Changes resistances: +3% blight / +3% nature / +6% darkness Reduces incoming crit damage: 5.00% Mental save: +0 (+0 eff.) Mindpower: +5 (+1 eff.) A cap made of leather. |
cashmere wizard hat &039; (11 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +6 Defense: +11 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +0 Cun Changes resistances: +15% physical Changes resistances penetration: +10% physical Changes damage: +15% physical Critical mult.: +12.00% Mental save: +0 (+0 eff.) Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
hardened leather hat &039; (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Wil / +7 Con Changes resistances: +11% lightning / +6% temporal / +9% cold Allows you to breathe in: water Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A hat made of leather. Very stylish. |
Ademira the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +22 (+11 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 0 physical Changes stats: +9 Str / +10 Mag / +9 Wil Changes resistances: +18% lightning / +64% temporal / +6% blight Changes resistances penetration: +15% temporal Mental save: +9 (+3 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Equilibrium when hit: +0.16 Spellpower: +15 (+4 eff.) Spell crit. chance: +9% Mindpower: +23 (+6 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
Isyma (3 def, 6 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +10 Dex / +3 Mag / +4 Wil Changes resistances: +8% mind Reduces incoming crit damage: 15.00% Mental save: +18 (+5 eff.) Infravision radius: +3 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked voratun plate armour of fire resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 20 physical Changes resistances: +21% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.voratun plate armour &039; (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 21 arcane Changes stats: +4 Wil Changes resistances: +10% mind / +5% arcane Changes resistances penetration: +15% arcane Mental save: +45 (+12 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% A suit of armour made of metal plates. |
Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+3 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. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of persecution (23/23, 51.5-72.1 power, 18 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * disrupts spell-casting Damage against: +27% Unnatural Arrows are used with bows to pierce your foes to death. |
170 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Islasevena the dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% darkness / +9% acid Changes damage: +8% mind / +8% fire Physical save: +15 (+7 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +25% Stun/Freeze immunity: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of predation (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +2 Str / +3 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
BlazewinnowInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% nature / +3% lightning Physical save: +6 (+3 eff.) Blindness immunity: +20% Pinning immunity: +15% Stun/Freeze immunity: +15% Light radius: +2 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Galemonster the alchemist&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Mag / +8 Cun / +3 Con Changes resistances penetration: +20% lightning Changes damage: +6% lightning Physical save: +11 (+5 eff.) Light radius: +3 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 16 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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
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 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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 162 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 759.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing frost salve [power 21] amazing frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 20 turns. Medical salve. |
amazing healing salve [power 313] amazing healing salve [power 313]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 313, putting Talent Medical Injector on cooldown for 12 turns. Medical salve. |
amazing pain suppressor salve [power 274] amazing pain suppressor salve [power 274]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -274 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
amazing water salve [power 21] amazing water salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (21% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 20 turns. Medical salve. |
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. |
Frozen Shards (25/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
pouch of stralite shots &039; (23/23, 51-61.2 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 51.0 - 61.2 Uses stats: 70% Dex, 50% Cun Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 On weapon hit: * 20% chance to daze at end of turn * 11% chance to disease * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +12 lightning / +4 light / +12 blight / +4 mind Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +8 lightning When wielded/worn: Shots are used with slings to pummel your foes to death. |
pouch of stralite shots &039; (20/20, 43.5-52.2 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 40% chance to blind * 40% chance to corrode armour by 30% Damage (Ranged): +21 lightning / +12 light Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +13 lightning / +8 light / +12 acid Shots are used with slings to pummel your foes to death. |
good mana coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type &ORANGELAST039; When attach to an other item: Mana each turn: +2.00 Mana regeneration, on spell hit 25%% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Defense: +10 (+4 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
Cindersin [power 59] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +6 Cun / +4 Wil Changes resistances: +12% fire Changes resistances penetration: +10% mind It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 59 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
Ivyldavea the Growwhisper [power 14] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex / +3 Mag / +2 Wil / +3 Cun Changes resistances: +12% nature Light radius: +3 It can be used to reveal the area around you, dispelling darkness (radius 14, power 91 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 12 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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. |
4 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. |
4 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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Horizon the Cornac Paradox Mage level 38
18th Regrowth 123rd year of Ascendancy at 16:31 see stats
A different point of view (Insane (Adventure) difficulty)
21st Haze 122nd year of Ascendancy at 22:52 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Horizon the Cornac Paradox Mage level 37
17th Regrowth 123rd year of Ascendancy at 03:11 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Horizon the Cornac Paradox Mage level 42
29th Regrowth 123rd year of Ascendancy at 12:16 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Horizon the Cornac Paradox Mage level 41
28th Regrowth 123rd year of Ascendancy at 00:49 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Horizon the Cornac Paradox Mage level 16
33rd Dusk 122nd year of Ascendancy at 08:14 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Horizon the Cornac Paradox Mage level 40
25th Regrowth 123rd year of Ascendancy at 00:59 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Horizon the Cornac Paradox Mage level 33
60th Haze 122nd year of Ascendancy at 11:16 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Horizon the Cornac Paradox Mage level 25
74th Dusk 122nd year of Ascendancy at 09:09 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Horizon the Cornac Paradox Mage level 16
33rd Dusk 122nd year of Ascendancy at 08:14 see stats
Home sweet home (Insane (Adventure) difficulty)
21st Haze 122nd year of Ascendancy at 22:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Horizon the Cornac Paradox Mage level 10
2nd Dusk 122nd year of Ascendancy at 02:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Horizon the Cornac Paradox Mage level 20
54th Dusk 122nd year of Ascendancy at 15:30 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Horizon the Cornac Paradox Mage level 30
34th Haze 122nd year of Ascendancy at 12:59 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Horizon the Cornac Paradox Mage level 40
24th Regrowth 123rd year of Ascendancy at 18:52 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Horizon the Cornac Paradox Mage level 16
43rd Dusk 122nd year of Ascendancy at 20:58 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Horizon the Cornac Paradox Mage level 43
32nd Regrowth 123rd year of Ascendancy at 21:41 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Horizon the Cornac Paradox Mage level 27
79th Dusk 122nd year of Ascendancy at 21:03 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Horizon the Cornac Paradox Mage level 40
25th Regrowth 123rd year of Ascendancy at 02:21 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Horizon the Cornac Paradox Mage level 29
21st Haze 122nd year of Ascendancy at 22:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Horizon the Cornac Paradox Mage level 7
10th Flare 122nd year of Ascendancy at 08:10 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Horizon the Cornac Paradox Mage level 29
21st Haze 122nd year of Ascendancy at 22:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Horizon the Cornac Paradox Mage level 26
75th Dusk 122nd year of Ascendancy at 14:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Horizon the Cornac Paradox Mage level 18
49th Dusk 122nd year of Ascendancy at 14:05 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Horizon the Cornac Paradox Mage level 37
16th Regrowth 123rd year of Ascendancy at 19:35 see stats
Log
Orc pyromancer is drawn in by the singularity!
Orc pyromancer is drawn in by the singularity!
You collect a new ingredient: orc heart (1).
Horizon damages Orc pyromancer through the Braid!
Horizon hits Orc pyromancer for 354 physical, 103 braided (458 total damage).
Horizon hits Orc pyromancer for 246 physical damage.
Horizon killed Orc pyromancer!
Orc pyromancer casts Phase Door.
The spell fizzles!
Horizon casts Repulsion Blast.
You collect a new ingredient: orc heart (1).
Horizon hits Orc pyromancer for 289 physical, 72 physical (361 total damage).
Horizon killed Orc pyromancer!
Talent Rethread is ready to use.
Horizon is firmly planted in reality.
Talent Repulsion Blast is ready to use.
Horizon picks up (2.): spiked voratun plate armour of fire resistance (9 def, 16 armour).
You pickup 0.90 gold pieces.
Talent Stop is ready to use.
Talent Gravity Spike is ready to use.
You hear a mechanism clicking.
Horizon retunes the fabric of spacetime.
Horizon deactivates Premonition.
Horizon deactivates Contingency.
Horizon deactivates Matter Weaving.













































































































































