










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Whitehoof |
| Class | Writhing One |
| Level / Exp | 50 / 854% |
| Size | medium |
| Lifes / Deaths | Killed by Ndidi the shalore at level 50 on the 44th Pain 124th year of Ascendancy at 05:58 6 / 1 |
Primary Stats
| Strength | 110 (base 60) |
| Dexterity | 35 (base 10) |
| Constitution | 52 (base 29) |
| Magic | 102 (base 60) |
| Willpower | 38 (base 10) |
| Cunning | 105 (base 60) |
Resources
| Life | 1812/1812 |
| Mana | 587/587 |
| Steam | 100/100 |
| Insanity | 100/100 |
| Healing Factor | 1.2893292187649 |
| Regeneration | 0.32233230469122 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50.151631529437% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 17 |
| See Stealth | 70.342797861261 |
| See Invisible | 78.342797861261 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 61 |
| Crit Chance | 48% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +76% |
| Light | +25% |
| Blight | +32% |
| Mind | +13% |
| Fire | +16% |
| All | +10% |
Offense: Damage Penetration
| Physical | +20% |
| Fire | +30% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 56.52442471581 (76.944513586642%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 12 |
| Physical Save | 58 |
| Spell Save | 35 |
| Mental Save | 44 |
Defense: Resistances
| Blight | 34%( 74%) |
| Arcane | 29%( 74%) |
| Mind | 44%( 74%) |
| All | 25%( 74%) |
| Lightning | 58%( 74%) |
| Light | 31%( 74%) |
| Temporal | 33%( 74%) |
| Physical | 44%( 74%) |
| Fire | 25%( 74%) |
| Darkness | 34%( 74%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 640 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 70%. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Demented / Path of horror | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Demented / Controlled horrors | 1.45 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Physics | 1.15 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall&{italic}{normal}LIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN039;Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor&LIGHT_GREEN The Grumpy Shopowner | done |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | done |
Voyage to the Center of Eyal | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Ravenrigor the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 arcane Changes stats: +10 Lck / +6 Dex Changes resistances: +12% blight / +5% arcane / +12% darkness Changes damage: +15% darkness Talent granted: +5 Rocket Boots Stealth bonus: +11 A pair of boots made of leather. |
| Light source | ethereal dwarven lantern of the moons Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +8% light Changes damage: +29% darkness Damage affinity(heal): +5% darkness Spellpower: +13 (+3 eff.) Light radius: +3 Infravision radius: +12 See invisible: +8 It can be used to activate talent Moonlight Ray, placing all other charms into a 6 cooldown : Effective talent level: 5.5 Power cost: 6 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 438.83 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 | Un&039;s Cap (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +18 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Mental save: +15 (+5 eff.) Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 11 power out of 15/15) : Effective talent level: 2.5 Power cost: 11 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. This object&FFD700LAST |
| Tool | Korbek&Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | gladiator&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Damage (Melee): 25 light Damage (Ranged): 21 light Changes stats: +6 Str / +7 Mag / +4 Con Changes damage: +15% light Rings make your fingers look great! |
| On fingers | Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | Layena the Cinderdare Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +5 Cun / +6 Lck Changes resistances penetration: +10% fire Changes damage: +3% mind / +6% fire Trap disarming bonus: +8 Stealth bonus: +8 Mental save: +7 (+2 eff.) Maximum life: +76.00 Maximum mana: +53.00 Maximum stamina: +51.00 Maximum hate: +14.00 Maximum psi: +33.00 Maximum vim: +29.00 Maximum pos.energy: +32.00 Maximum neg.energy: +32.00 Spellpower: +7 (+1 eff.) Infravision radius: +3 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In main hand | Morrigor (50-70 power, 12 apr) Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 56.10 arcane and 89.51 darkness damage (based on Magic) in a radius 1 around the target * flashes light on your target dealing 114 damage On weapon kill: * swallows the victim&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLASTLIGHT_GREENLASTYELLOWLAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
| On hands | Hands of Creation (0 def, 10 armour) Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +10 Changes stats: +7 Str / +7 Con Changes resistances penetration: +20% physical / +20% fire Talent granted: +5 Iron Grip Maximum encumbrance: +20 Disarm immunity: +100% Steampower: +20 (+5 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
| Main armor | impenetrable stralite mail armour of thunder (4 def, 20 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +21 (+5 eff.) Armour: +20 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +18 Str / +10 Dex / +17 Mag / +17 Wil / +10 Cun / +10 Con Changes resistances: +14% lightning Spellpower: +16 (+3 eff.) Spell crit. chance: +7% Mindpower: +16 (+6 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
| Cloak | Liquid Metal Cloak (20 def, 10 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+6 eff.) Changes resistances: +30% lightning / +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+11 eff.) Stun/Freeze immunity: +50% It can be used to activate talent Cloaking Device (costing 41 power out of 60/60) : Effective talent level: 3.0 Power cost: 41 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 101 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
| Around neck | protective stralite amulet of perfection (0.15 Steamtech / Physics,0.15 Demented / Controlled horrors)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes resistances cap: +4% all Talent masteries: +0.15 Steamtech / Physics +0.15 Demented / Controlled horrors Physical save: +19 (+5 eff.) Amulets make your neck look great! |
Inventory
medical injector implant of the titan (efficiency 190% / cooldown 75%)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 190% efficiency and cooldown mod of 75%. Its effects scale with your Constitution 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: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.7 steam per turn. Can be activated for an instant burst of 89 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.. |
ethereal rune of the warrior (power 36; resist 41%; move 62%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 41% all resistance, you move 62% faster, and you are invisible (power 36). Its effects scale with your Strength 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 spell talent. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 25 power out of 36/36) : Effective talent level: 5.5 Power cost: 25 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (182). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Zemekkys&Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 34 power out of 80/80) : Effective talent level: 2.5 Power cost: 34 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
insulating steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% fire / +13% cold Amulets make your neck look great! |
stralite amulet of perfection (0.33 Demented / Beyond sanity,0.33 Demented / Slow death)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.33 Demented / Beyond sanity +0.33 Demented / Slow death Amulets make your neck look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of Lost LoveRequires: - Level 25 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John Activation costs 55 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" This item has been sent to the Item& |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +6 Wil Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
conjurer&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Silence immunity: +41% Mana each turn: +0.26 Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
sneakthief&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +6 Cun / +7 Dex Life regen: +7.00 Maximum life: +74.00 Healing mod.: +15% Rings make your fingers look great! |
solipsist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +13 (+5 eff.) Rings make your fingers look great! |
steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +16 Changes stats: +5 Str / +4 Dex Changes resistances: +3% nature Critical mult.: +15.00% Knockback immunity: +20% Rings make your fingers look great! |
Obliterator (48-72 power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 110 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Tirakai&Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 88.4 Uses stats: 10% Mag, 120% Str Damage type: Shadowflame Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +14.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +10 Dex / +10 Cun / +10 Mag Changes resistances penetration: +10% all Changes damage: +15% fire / +15% darkness / +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Goedalath Rock: Demonic It can be used to imbue the hammer with a gem of your choice Activation costs 7 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. |
enhanced elven-wood longbow of piercingRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +8 Changes stats: +14 Str / +11 Dex / +12 Mag / +5 Wil / +14 Cun / +8 Con Changes resistances penetration: +11% all Longbows are used to shoot arrows at your foes. |
Twilight&Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
plaguebringer&Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +21% Sharp, long, and deadly. |
voratun longsword &039; (44-61 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +71 fire When wielded/worn: Changes resistances penetration: +25% mind / +25% fire Changes damage: +6% fire Spell save: +9 (+4 eff.) Mental save: +9 (+3 eff.) Psi when hit: +0.20 Mindpower: +20 (+7 eff.) Global speed: +11% Sharp, long, and deadly. |
balanced dwarven-steel mace of paradox (30-42 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 27 damage and reducing their armor Damage (Melee): +7 temporal When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Changes resistances: +7% temporal Disarm immunity: +20% Blunt and deadly. |
blazebringer&Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +24 fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +4% Blunt and deadly. |
blazebringer&Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +29 fire When wielded/worn: Changes resistances penetration: +11% fire Global speed: +5% Blunt and deadly. |
warbringer&Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +5% physical Disarm immunity: +18% Blunt and deadly. |
Overseer (17-19 power, 27 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+8 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +7% It can be used to either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower) Activation costs 41 power out of 60/60. Fragments of the Mindwall& |
Poltergeist&Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Physical crit. chance: +5.0% Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind / +10% all Mental save: +24 (+8 eff.) Spell crit. chance: +5% Mindpower: +10 (+4 eff.) Mental crit. chance: +12% Activating this item is instant. It can be used to see all other beings around you for 5 turns Activation costs 17 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Thermal Focus (14-15 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+5 eff.) Psi each turn: +1.00 Mindpower: +16 (+6 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
ethereal elven-wood starstaff of the prodigy (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +13 Mag / +14 Wil / +17 Cun Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Damage Shield penetration: +18% Damage Shield Power: +13% Staves designed for wielders of magic, by the greats of the art. |
Galen&Requires: - Magic 30 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 40.0 - 60.0 Uses stat: 100% Mag Damage type: Occult Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +45 Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Fatigue: +15% Changes stats: +9 Cun / +9 Mag Talents granted: +3 Block +4 Electron Incantation Spell save: +10 (+5 eff.) Silence immunity: +40% Casting speed: +10% Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
enhanced stralite waraxe of crippling (30-43 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes stats: +7 Str / +7 Dex / +7 Mag / +3 Wil / +9 Cun / +6 Con One-handed war axes. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Obsidianpain the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +6 Cun / +6 Dex Changes resistances: +5% arcane Changes resistances penetration: +25% darkness / +15% arcane Changes damage: +9% arcane / +30% darkness Mental crit. chance: +13% A belt that goes around your waist. |
blurring rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +3 Dex / +4 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +12 Infravision radius: +4 A belt that goes around your waist. |
Betemira the cashmere cloak (2 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Changes stats: +1 Str / +2 Mag / +6 Con Changes resistances: +3% acid / +2% physical Maximum life: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+4 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+8 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Scorched Boots (4 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+3 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 21 power out of 40/40) : Effective talent level: 4.5 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 41.20 blight damage and is poisoned for 164.81 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru&039;Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru& |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of dwarven-steel boots &039; (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Mag / +3 Wil / +3 Cun Changes resistances: +12% cold Changes damage: +9% arcane Silence immunity: +34% Confusion immunity: +23% Stun/Freeze immunity: +36% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
undeterred pair of voratun boots of spellbinding (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag Silence immunity: +40% Confusion immunity: +47% Stun/Freeze immunity: +39% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Durakalthorek (15 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Changes stats: +3 Str / +3 Con Critical mult.: +10.00% Physical save: +15 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +27% Stamina each turn: +3.00 Maximum stamina: +30.00 Learn an unarmed attack talent or enable &039; to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 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 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ivynor (10 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Damage (Melee): 11 arcane Changes stats: +3 Mag / +5 Wil / +3 Cun / +6 Con Changes resistances: +4% arcane Changes damage: +5% arcane / +6% physical Maximum stamina: +20.00 Spellpower: +7 (+1 eff.) Light radius: +2 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Salyseth the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +7 Str / +1 Mag / +2 Cun / +3 Con Changes resistances: +3% darkness / +6% fire Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - 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% Learn an unarmed attack talent or enable &039; to see combat stats. Gauntlets. But with steam power! |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-3 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Drurek the Shimmerkiss (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Fatigue: +3% Changes stats: +6 Str / +7 Dex / +12 Cun Changes resistances: +9% lightning Reduces incoming crit damage: 10.00% Light radius: +3 Infravision radius: +3 A cap made of leather. |
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 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Islyvea the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 45% Changes stats: +15 Str / +3 Wil / +2 Con Changes resistances: +6% acid / +10% fire / +11% cold See invisible: +12 A cap made of leather. |
Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+4 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There&039;s not true of body heat, but strangely, is actually true of steam. |
The Cage (0 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes resistances: +30% mind / +10% all Changes resistances cap: +30% mind Global speed: -25% You are immune to mental status effects. Nothing will ever reach you again. |
Visage of Nektosh (4 def, 8 armour)Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
enlightening stralite mail armour of command (11 def, 13 armour)Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +11 (+3 eff.) Fatigue: +12% Changes stats: +8 Cun / +5 Wil Mental save: +35 (+12 eff.) A suit of armour made of mail. |
fearforged voratun mail armour of thunder (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +18 (+4 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +22% Changes stats: +8 Str / +9 Mag / +7 Wil / +9 Con Changes resistances: +15% lightning / +10% fire / -16% light / +12% darkness Physical save: +8 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +7 (+2 eff.) Spellpower: +18 (+4 eff.) Spell crit. chance: +7% Mindpower: +18 (+6 eff.) Mental crit. chance: +8% A suit of armour made of mail. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)Requires: - Strength 16 Crafted by a master Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Dex Reduces opponents crit chance: 7% When you take a hit of more than 10% of your total life the suit&LASTANTIQUE_WHITE |
Glimmerwill (0 def, 18 armour, 277 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +18 Fatigue: +8% On shield block: * Deals 193 light and fire damage to each enemy blocked Changes stats: +5 Con Changes resistances: +21% acid / +11% fire / +10% light Changes resistances penetration: +10% light Changes damage: +15% light Talent granted: +1 Block Physical save: +7 (+2 eff.) Handheld deflection devices. |
quiver of dragonbone arrows &039; (20/20, 76-106 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 76.0 - 106.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * Create an explosion dealing 186 lightning damage (1/turn) Travel speed: +204% Damage (Ranged): +20 blight When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 21 power out of 30/30) : Effective talent level: 5.5 Power cost: 21 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 91.86 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
void-walker&Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +11% blight / +9% temporal / +10% darkness / +7% cold Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +3 See invisible: +11 Defense after a teleport: +15 Resist all after a teleport: +18% New effects duration reduction after a teleport: +22% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 21 cooldown : Effective talent level: 2.5 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 38 blight damage or heals 43 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
11 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. |
13 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. |
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 Activation costs 137 power out of 306/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 23] amazing fiery salve [power 23]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 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 17 turns. Medical salve. |
amazing frost salve [power 23] amazing frost salve [power 23]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 (23% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 17 turns. Medical salve. |
amazing healing salve [power 331] amazing healing salve [power 331]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 331 Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing pain suppressor salve [power 289] amazing pain suppressor salve [power 289]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 -289 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 7 turns. Medical salve. |
amazing water salve [power 23] amazing water salve [power 23]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 (23% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 17 turns. Medical salve. |
pouch of stralite shots &039; (26/45, 49-59 power, 11 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 49.0 - 58.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +5.5% Capacity: 45 Turns elapse between self-loadings: 4 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 25% On weapon crit: * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 Damage (Ranged): +4 temporal / +20 darkness Damage (radius 1) on hit: +16 temporal / +9 fire Shots are used with slings to pummel your foes to death. |
pouch of voratun shots &039; (22/22, 57-68 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 57.0 - 68.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to slow global speed by 58% * 18% chance to reduce all saves and defense by 31 Damage (Ranged): +20 lightning / +13 mind / +12 nature Damage (radius 1) on hit: +16 lightning / +14 fire Shots are used with slings to pummel your foes to death. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
great second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
perfect solid shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect thunder grenadePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes damage: +20% light Light radius: +5 See stealth: +10 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 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! |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim&LASTANTIQUE_WHITE |
elven-wood totem of healing [power 350] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 222.20 temporal and 354.54 darkness damage (based on Magic) Activation costs 14 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 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. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Legs the Whitehoof Writhing One level 50
28th Pain 124th year of Ascendancy at 17:07 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Legs the Whitehoof Writhing One level 12
20th Retaking 124th year of Ascendancy at 20:21 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Legs the Whitehoof Writhing One level 29
3rd Revenge 124th year of Ascendancy at 15:43 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Legs the Whitehoof Writhing One level 20
34th Retaking 124th year of Ascendancy at 18:04 see stats
I did not want that! (Nightmare (Adventure) difficulty)
Tricked Nektosh into killing one of his own people.By Legs the Whitehoof Writhing One level 21
35th Retaking 124th year of Ascendancy at 02:37 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Legs the Whitehoof Writhing One level 10
14th Retaking 124th year of Ascendancy at 20:02 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Legs the Whitehoof Writhing One level 20
34th Retaking 124th year of Ascendancy at 10:13 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Legs the Whitehoof Writhing One level 30
4th Revenge 124th year of Ascendancy at 06:16 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Legs the Whitehoof Writhing One level 40
8th Pain 124th year of Ascendancy at 12:53 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Legs the Whitehoof Writhing One level 50
27th Pain 124th year of Ascendancy at 02:15 see stats
Mercy, mercy! (Nightmare (Adventure) difficulty)
Killed Talosis without any civilians deaths.By Legs the Whitehoof Writhing One level 4
11st Retaking 124th year of Ascendancy at 02:36 see stats
One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Legs the Whitehoof Writhing One level 50
34th Pain 124th year of Ascendancy at 00:51 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Legs the Whitehoof Writhing One level 36
33rd Revenge 124th year of Ascendancy at 06:54 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Legs the Whitehoof Writhing One level 37
7th Pain 124th year of Ascendancy at 08:18 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Legs the Whitehoof Writhing One level 15
27th Retaking 124th year of Ascendancy at 23:36 see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Legs the Whitehoof Writhing One level 40
8th Pain 124th year of Ascendancy at 14:36 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Legs the Whitehoof Writhing One level 49
27th Pain 124th year of Ascendancy at 02:15 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Legs the Whitehoof Writhing One level 50
29th Pain 124th year of Ascendancy at 10:06 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Legs the Whitehoof Writhing One level 36
33rd Revenge 124th year of Ascendancy at 03:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Legs the Whitehoof Writhing One level 27
3rd Revenge 124th year of Ascendancy at 02:00 see stats
Log
Armoured skeleton warrior hits Legs for (9 flat reduction), 69 physical (69 total damage).
Ndidi the shalore&fbd578LASTYELLOWLASTYELLOWLAST43 total damage).
The protective shield of Legs disappears.
Legs HEALS from darkness damage!
Bane of Confusion from Jari the shalore hits Legs for (9 flat reduction), 34 darkness, 6 healing (34 total damage) [6 healing].
Ndidi the shalore casts Searing Light.
Ndidi the shalore&
Legs casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Ndidi the shalore hits Legs for (6 flat reduction), 136 light (136 total damage).
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior uses Shield Pummel.
Legs resists the shield bash!
Melee retaliation hits Armoured skeleton warrior for (0 absorbed), 0 arcane, 0 arcane (0 total damage).
Melee retaliation hits Armoured skeleton warrior for 0 arcane, 0 arcane, 0 arcane (0 total damage).
Armoured skeleton warrior hits Legs for (6 flat reduction), 36 physical, (6 flat reduction), 16 cold, (6 flat reduction), 43 physical, (6 flat reduction), 16 cold (112 total damage).
Armoured skeleton warrior hits Legs for (6 flat reduction), 61 physical, (6 flat reduction), 13 physical, (4 flat reduction), 0 physical, (6 flat reduction), 13 physical, (6 flat reduction), 15 physical, (4 flat reduction), 0 physical, (6 flat reduction), 13 physical (114 total damage).
Ndidi the shalore&fbd578LASTYELLOWLASTYELLOWLAST45 total damage).
Ndidi the shalore&fbd578LASTYELLOWLASTYELLOWLAST107 total damage).
Jari the shalore&fbd578LASTYELLOWLASTYELLOWLAST42 total damage).
Jari the shalore receives 216 healing from Jari the shalore&LAST039;s wormblight area effect hits Jari the shalore for (13 absorbed), 0 blight (0 total damage).
Carrion worm mass&DARK_GREENLASTLAST{bold}
You have 6 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Jari the shalore&fbd578LAST
Saving game...
Saving done.





















































































































































