











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logical Alchemists 1.3.3Makes alchemists focus on creating elixirs that you are not currently helping them with. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 36 / 77% |
| Size | big |
| Lifes / Deaths | / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 97 (base 30) |
| Dexterity | 52 (base 10) |
| Constitution | 32 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 89 (base 60) |
| Cunning | 74 (base 60) |
Resources
| Psi | 139/139 |
| Life | -51/945 |
| Steam | 100/100 |
| Stamina | 434/434 |
| Equilibrium | 31 |
| Healing Factor | 1.8033663366338 |
| Regeneration | 184.502409901 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.7836465099% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 51 |
| Crit Chance | 54% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 51 |
| Crit Chance | 59% |
| APR | 41 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +3% |
| Blight | +15% |
| Physical | +21% |
| Mind | +9% |
| All | +0% |
Offense: Damage Penetration
| Acid | +8% |
| Light | +10% |
| Physical | +20% |
| Mind | +15% |
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 48.413408721348 (66.666666666667%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 57 |
| Mental Save | 66 |
Defense: Resistances
| Blight | 52%( 70%) |
| Arcane | 29%( 70%) |
| Cold | 32%( 70%) |
| All | 15%( 70%) |
| Darkness | 21%( 70%) |
| Light | 20%( 70%) |
| Lightning | 48%( 70%) |
| Physical | 39%( 70%) |
| Mind | 23%( 70%) |
| Fire | 22%( 70%) |
| Nature | 49%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 30% |
| Disarm Resistance | 80% |
| Stun Resistance | 100% |
| Poison Resistance | 15% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| 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 mental or physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 484 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Krog | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Augmentation |
| talent | Skate |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| talent | Antimagic Shield |
| talent | Charged Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 21 life each turn. Recovery |
| beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
| beneficial effect | A flow of life spins around the target, regenerating 96.76 life per turn. Regeneration |
| beneficial effect | You gain 17% resistance against arcane. Resolve |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Escort: injured seer (level 1 of Dreadfell) | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
Escort: lost warrior (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj&WHITEREDWHITELIGHT_GREEN039;ve found the needed storm wyrm claw. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed green worm. * You&WHITELIGHT_GREEN039;ve found the needed xorn fragment. * You&WHITELIGHT_GREEN039;ve found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed vial of wight ectoplasm. * &039;re creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.&WHITEGREEN | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within5 lumberjacks have died. | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | dwarven-steel battleaxe &039; (31-46.5 power, 14 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 Base power: 31.0 - 46.5 Uses stat: 88% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +18.5% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom Damage (Melee): +17 mind When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Dex / +5 Wil / +5 Cun Changes resistances: +9% mind Changes resistances penetration: +20% physical Changes damage: +6% physical Mental save: +30 (+8 eff.) Massive two-handed battleaxes. |
| On hands | Bethiranor (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +2 Changes stats: +3 Str / +4 Wil Talent granted: +3 Iron Grip Critical mult.: +10.00% Mental save: +30 (+8 eff.) Disarm immunity: +80% Infravision radius: +3 When used to modify unarmed attacks: Base power: 21.5 - 23.7 Uses stats: 29% Wil, 69% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | ShimmerknaveInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 (+4 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +8 Wil Changes resistances: +9% lightning Changes resistances penetration: +15% fire Changes damage: +3% fire Critical mult.: +26.00% Maximum life: +42.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Islirialenn the rough leather hat (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +6 Str / +5 Dex / +5 Mag / +4 Wil / +3 Con Changes resistances: +6% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +7 (+3 eff.) Light radius: +10 A hat made of leather. Very stylish. |
| On feet | Salathra 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 Fatigue: +3% Damage when hit (Melee): 16 mind Changes stats: +7 Str / +5 Dex / +2 Wil / +8 Lck Reduces incoming crit damage: 15.00% Stealth bonus: +8 Physical save: +9 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% A pair of boots made of leather. |
| Tool | dwarven-steel pickaxe &039; (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 20 physical Changes stats: +2 Str Changes resistances: +8% fire / +7% darkness / +3% physical Stamina each turn: +0.80 Maximum stamina: +20.00 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun / +4 Str Changes resistances: +7% nature / +7% blight Changes resistances penetration: +10% light Spell save: +10 (+3 eff.) Poison immunity: +15% Disease immunity: +12% Light radius: +3 Rings can have magical properties. |
| On fingers | VorydhelaithInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +1 Wil / +7 Con Physical save: +8 (+3 eff.) Spell save: +12 (+4 eff.) Stun/Freeze immunity: +28% Life regen: +1.70 Maximum stamina: +12.00 Rings can have magical properties. |
| Around neck | Gulaith the RadianceusherInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +14 Effects on melee hit: * 10% chance to disease * 15% chance to blind Changes stats: +6 Con Changes resistances: +6% light Changes damage: +9% blight Critical mult.: +12.00% Physical save: +16 (+6 eff.) Spell save: +15 (+4 eff.) Mental save: +14 (+4 eff.) Light radius: +2 Amulets can have magical properties. |
| In main hand | Tarrinik (48-67.2 power, 18 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 48.0 - 67.2 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +19.0% Attack speed: 100% On weapon hit: * 16% chance to corrode armour by 30% Damage (Melee): +43 insidious poison When wielded/worn: Changes resistances penetration: +8% acid Changes damage: +6% blight Spell save: +20 (+6 eff.) Life regen: +1.70 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% One-handed war axes. |
| Around waist | Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -12% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +30 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Perseverance (43-60.2 power, 21 apr) Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 43.0 - 60.2 Uses stat: 86% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +21 Crit. chance: +24.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Talent mastery: +0.10 Race / Krog Spell save: +18 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
| Cloak | Ademira the cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -12% Changes stats: +2 Str / +4 Dex / +5 Cun Changes resistances: +16% blight / +13% nature / +30% lightning Changes damage: +9% mind Stun/Freeze immunity: +50% Life regen: +1.90 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aerulaith the steel mail armour (2 def, 16 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 20 physical Changes stats: +4 Str / +4 Con Changes resistances penetration: +15% mind Changes damage: +15% physical Critical mult.: +6.00% Reduces incoming crit damage: 35.00% Maximum life: +99.00 A suit of armour made of mail. |
Inventory
medical injector implant of the sneak (efficiency 164% / cooldown 51%)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 164% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 148% / cooldown 53%)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 148% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 54 steam. 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 titan (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. 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 warrior (steam 10)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 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 199)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the warrior (heal 298)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 298 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 520 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 520 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (506.00 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 506.00 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. |
phase door rune of the psychic (range 14; power 41; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Willpower 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. |
phase door rune of the psychic (range 16; power 41; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Willpower 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. |
BelodhelleCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Damage when hit (Melee): 16 blight Changes resistances cap: +4% all Changes damage: +9% blight Physical save: +15 (+5 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +30% Amulets can have magical properties. |
Ce&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +17 (+9 eff.) Changes stats: +17 Lck Changes resistances penetration: +15% blight Changes damage: +18% blight Spell save: +30 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +80.00 Spellpower: +6 (+3 eff.) Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Chamurand the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +4 Mag / +3 Wil Changes resistances: +9% darkness Blindness immunity: +15% Disease immunity: +10% Stun/Freeze immunity: +35% Maximum mana: +60.00 Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
FlashsteelInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+4 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Str / +2 Wil / +2 Cun / +5 Lck Changes resistances penetration: +10% fire Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
GrinovorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +6 Con Changes resistances: +6% temporal / +9% light / +6% cold / +6% nature / +3% mind Physical save: +17 (+6 eff.) Confusion immunity: +10% Knockback immunity: +5% Life regen: +2.00 Maximum life: +70.00 Amulets can have magical properties. |
Islerelle the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 12 mind Changes resistances: +5% arcane Changes resistances penetration: +20% mind Grants telepathy: Humanoid/Orc Mental save: +9 (+3 eff.) Life regen: +1.40 Equilibrium when hit: +0.08 Mental crit. chance: +3% Amulets can have magical properties. |
NerasessraPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex / +3 Mag Changes resistances: +2% physical Critical mult.: +3.00% Teleport immunity: +50% Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +47.00 It can be used to teleport you randomly (rad 33), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 54 power out of 60/60) : Effective talent level: 2.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Xerylaith the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +3.0% Armour: +7 Defense: +10 (+5 eff.) Changes stats: +3 Con Changes resistances cap: +6% all Physical save: +23 (+8 eff.) Life regen: +1.20 Maximum stamina: +10.00 Amulets can have magical properties. |
cleansing gold amulet of constitution (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +15% nature / +15% blight Poison immunity: +26% Disease immunity: +20% Amulets can have magical properties. |
copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
gold amulet &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +4 Str / +3 Mag Changes resistances: +9% temporal Changes damage: +7% physical / +6% temporal / +6% light / +6% darkness Mental save: +30 (+8 eff.) Confusion immunity: +10% Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
grounding steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +14% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
grounding steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +14% lightning Stun/Freeze immunity: +28% Amulets can have magical properties. |
steel amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +15% acid Changes damage: +15% acid Physical save: +14 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +44 (+11 eff.) Maximum hate: +8.00 Amulets can have magical properties. |
steel amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +4 Physical power: +10 (+3 eff.) Armour: +12 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: -6% Changes stats: +2 Str / +5 Dex / +5 Cun / +5 Con Changes damage: +9% darkness / +12% physical Life regen: +0.70 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
steel amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+2 eff.) Armour: +6 Changes resistances: +8% physical Stamina each turn: +0.40 Only die when reaching: -60.00 life Maximum life: +20.00 Healing mod.: +25% Amulets can have magical properties. |
wanderer&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +5 Con Cut immunity: +50% Life regen: +0.60 Stamina each turn: +0.30 Movement speed: +10% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Ce&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 arcane Changes resistances: +15% blight / +5% arcane Changes damage: +15% arcane / +18% blight Silence immunity: +24% Mana each turn: +0.22 Rings can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
FlamewilderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +12% mind / +57% fire Changes damage: +15% mind / +24% fire Rings can have magical properties. |
Flashtrencher the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +10 Changes stats: +5 Str / +4 Dex / +5 Mag / +5 Wil Changes resistances: +6% blight / +3% fire Changes damage: +15% fire Spellpower: +7 (+4 eff.) Rings can have magical properties. |
GlowidolInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +4 Wil Changes resistances: +20% acid Changes damage: +10% acid Psi when hit: +0.04 Mental crit. chance: +2% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
KhelaharachikCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +9% blight Changes resistances penetration: +15% acid Maximum encumbrance: +23 Physical save: +18 (+6 eff.) Spell save: +6 (+2 eff.) Pinning immunity: +25% Stun/Freeze immunity: +15% Rings can have magical properties. |
NerydaveaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +18% acid / +24% fire / +6% mind Changes resistances penetration: +15% acid Changes damage: +12% acid / +12% fire Rings can have magical properties. |
NotorakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +2 Str / +3 Dex / +2 Mag / +4 Con Silence immunity: +28% Mana each turn: +0.21 See invisible: +9 Rings can have magical properties. |
RhumanikPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +30 (+8 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Infravision radius: +3 Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
SeargloryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% darkness / +3% fire Changes resistances penetration: +20% mind Changes damage: +12% darkness / +6% fire Critical mult.: +15.00% Mindpower: +12 (+4 eff.) Rings can have magical properties. |
StrikerigorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +5% arcane Changes damage: +24% arcane Spellpower: +8 (+4 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. |
Ulolalen the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+4 eff.) Changes stats: +3 Str / +6 Dex / +1 Wil / +9 Cun / +6 Con Changes resistances: +28% lightning Changes resistances penetration: +20% acid Changes damage: +14% lightning / +6% acid Spell save: +14 (+4 eff.) Maximum stamina: +28.00 Rings can have magical properties. |
Vorille the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Defense: +17 (+9 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +4 Cun Changes resistances penetration: +20% acid Changes damage: +12% physical Maximum stamina: +15.00 Rings can have magical properties. |
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 Physical save: -30 (-10 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-7 eff.) 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. |
Yaregofast the DourweeperInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +13 Armour: +12 Defense: +8 (+4 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 fire Changes stats: +6 Str Changes resistances: +12% darkness / +28% cold Changes damage: +14% cold It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes damage: +3% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Mental save: +6 (+2 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
copper ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
gladiator&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +10% physical Changes damage: +10% physical Rings can have magical properties. |
gold ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Mental save: +11 (+3 eff.) Confusion immunity: +34% Light radius: +3 Rings can have magical properties. |
gold ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +15% blight / +5% arcane / +6% acid Changes resistances penetration: +15% arcane Changes damage: +15% blight / +15% arcane / +6% acid Rings can have magical properties. |
marksman&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Changes stats: +3 Dex Spellpower: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
psionicist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
savage&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 14% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 20 light Changes stats: +2 Con Spell save: +11 (+3 eff.) Maximum stamina: +15.00 Rings can have magical properties. |
sneakthief&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +7 Dex Life regen: +0.80 Maximum life: +58.00 Healing mod.: +17% Rings can have magical properties. |
sneakthief&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
Islath (72-108 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 88% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Armour: +6 Damage when hit (Melee): 16 physical Changes stats: +2 Str Changes resistances: +5% physical Massive two-handed battleaxes. |
dwarven-steel battleaxe &039; (29.5-44.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 88% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +10.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing When wielded/worn: Armour penetration: +2 Physical crit. chance: +13.0% Physical power: +19 (+5 eff.) Changes stats: +7 Str Massive two-handed battleaxes. |
Eleyalaith (25.5-38.25 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.3 Uses stat: 88% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+4 eff.) Armour: +6 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 16 blight Changes stats: +6 Con / +7 Mag Changes resistances penetration: +13% physical Spell save: +30 (+8 eff.) Blindness immunity: +10% Disarm immunity: +27% Only die when reaching: -80.00 life Massive two-handed mauls. |
Anegomnir (25.5-40.8 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 88% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 10% * 40% chance to cause random gloom When wielded/worn: Armour: +4 Silence immunity: +35% Stun/Freeze immunity: +15% Only die when reaching: -80.00 life Massive two-handed swords. |
Cyrythra the iron longsword (19-26.6 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.0 - 26.6 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Fatigue: -10% Changes stats: +2 Mag / +8 Con Grants telepathy: Demon/Minor Demon/Major Infravision radius: +3 See invisible: +15 Sharp, long, and deadly. |
Erelygadunamas the dwarven-steel mace (28-39.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Armour: +8 Changes stats: +3 Str / +4 Con Changes damage: +12% temporal Critical mult.: +12.00% Stamina each turn: +1.00 Only die when reaching: -80.00 life Blunt and deadly. |
Porabeth (34.5-48.3 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +6 Str / +6 Mag / +4 Wil Changes resistances: +9% blight Changes damage: +11% physical Spell save: +6 (+2 eff.) Mental save: +15 (+4 eff.) Knockback immunity: +15% Teleport immunity: +10% Stamina when hit: +1.90 See invisible: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.stralite mace &039; (38.5-53.9 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 darkness Damage against: +14% Living When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +3.0% Armour: +6 Changes damage: +21% physical Stamina each turn: +0.60 Maximum stamina: +20.00 Healing mod.: +10% Blunt and deadly. |
Polovea (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 acid Changes resistances: +19% acid / +12% cold Changes resistances penetration: +20% acid Changes damage: +19% acid Spell save: +48 (+13 eff.) Teleport immunity: +20% Life regen: +2.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of sand (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +8% physical Changes resistances penetration: +8% physical Changes damage: +8% physical Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Tarrirostir the NaturesweepRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 40% Damage (Ranged): +15 lightning When wielded/worn: Accuracy: +25 (+8 eff.) Physical crit. chance: +23.0% Changes resistances: +9% nature Changes damage: +17% lightning / +18% mind Slings are used to hurl stones or metal shots at your foes. |
Bilachik the Obsidiancut (25-30 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +12 darkness When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +6% darkness Maximum wards: +2 acid Changes resistances penetration: +10% darkness / +12% acid Changes damage: +25% acid / +9% darkness Talents granted: +1 Command Staff +3 Ward Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +19 (+6 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 34.35 to 41.22 acid damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff of might (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
Spiderglamour (10.5-15.75 power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.5 - 15.8 Uses stat: 73% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +10 On weapon hit: * 40% chance to daze at end of turn Burst (radius 1) on hit: +12 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Changes stats: +3 Mag / +5 Wil / +5 Cun / +3 Con Talent granted: +1 Block Spellpower: +7 (+4 eff.) Infravision radius: +3 See invisible: +12 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! |
This item will automatically be transmogrified when you leave the level.acidic stralite steamsaw (32.5-48.75 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.5 - 48.8 Uses stat: 73% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +71 On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Talent granted: +2 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! |
Daimyduchik the Eclipseparry (32-44.8 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 73% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +28 darkness Burst (radius 1) on hit: +12 mind When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances: +15% mind Changes damage: +27% mind Spellpower: +13 (+5 eff.) One-handed war axes. |
CyriwynInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex / +6 Cun / +5 Con Changes resistances: +8% lightning / +8% temporal Changes damage: +6% arcane A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Velubremira the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 blight / 12 temporal Changes resistances: +6% temporal Changes damage: +15% blight Maximum life: +54.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances: +0% lightning Physical save: +10 (+4 eff.) Stun/Freeze immunity: +0% Has a 50% chance each turn to slash an adjacent enemy for 183 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 51 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Galerupture (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +9% light Changes resistances penetration: +25% lightning Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Silence immunity: +35% Stun/Freeze immunity: +10% Mental 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. |
Noonrage (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 4 light Changes stats: +3 Mag / +1 Wil / +3 Con Grants telepathy: Dragon Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormwaker the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +12% lightning Changes resistances penetration: +25% lightning Changes damage: +18% lightning / +10% physical Light radius: +3 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of dwarven-steel boots &039; (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Damage when hit (Melee): 12 physical Changes stats: +3 Str / +2 Con Changes resistances penetration: +10% physical Changes damage: +9% physical Maximum encumbrance: +31 Physical save: +7 (+3 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of dwarven-steel boots &039; (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +3 Cun Changes resistances penetration: +10% mind Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Maximum encumbrance: +33 Physical save: +11 (+4 eff.) Mental save: +9 (+3 eff.) Psi when hit: +0.12 Maximum hate: +4.00 Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of rough leather boots &039; (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances penetration: +25% mind Mental save: +20 (+5 eff.) Disease immunity: +45% Stun/Freeze immunity: +35% It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Ce&Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag / +3 Wil Life regen: +2.00 Stamina each turn: +0.90 Maximum stamina: +24.00 Spell crit. chance: +6% Damage Shield penetration: +50% When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 29% Wil, 69% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). Damage Shield penetration (this weapon only): +40% Metal gloves protecting the hands up to the middle of the lower arm. |
Crystle&Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 20% Mag, 29% Wil, 69% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 69% Wil, 69% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slash (5% chance level 3). When this weapon hits: Dominate (10% chance level 3). It can be used to activate talent Frost Grab (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 15.42 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 29% Wil, 69% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 150.00 arcane damage and stunned), costing 90 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Deepsrigor (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +3% Changes stats: +4 Str / +0 Cun / +3 Con Changes resistances: +3% physical Changes resistances penetration: +10% darkness / +20% physical Mental save: +0 (+0 eff.) Life regen: +0.80 Maximum stamina: +5.00 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 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Hurek (2 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +9 Cun Changes resistances: +12% acid / +6% temporal Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Mental save: +8 (+2 eff.) Poison immunity: +30% Knockback immunity: +20% A pointy cloth hat, very wizardly... |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+5 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. |
drakeskin leather hat &039; (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +25% cold Changes resistances penetration: +20% mind Changes damage: +24% arcane Allows you to breathe in: water Equilibrium when hit: +0.12 Vim when firing critical spell: +3.00 Maximum mana: +100.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +7% A hat made of leather. Very stylish. |
dwarven-steel helm &039; (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +0 Cun / +6 Wil Changes resistances: +6% lightning / +17% cold Allows you to breathe in: water Mental save: +15 (+4 eff.) Mental crit. chance: +6% Light radius: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap &039; (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Lck Changes resistances: +12% lightning Changes resistances penetration: +25% lightning Changes damage: +9% lightning Spell crit. chance: +3% Mental crit. chance: +5% A cap made of leather. |
spiked drakeskin leather armour of Eyal (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Life regen: +2.40 Maximum life: +100.00 Healing mod.: +20% A suit of armour made of leather. |
Summertide (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+9 eff.) Ranged Defense: +17 (+9 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 59.47 to 74.33 light damage (based on Willpower and Cunning), costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
352 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
GluttaInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +6 Damage when hit (Melee): 8 physical Changes stats: +4 Str Physical save: +8 (+3 eff.) Life regen: +0.40 Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you&LASTANTIQUE_WHITE |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (142 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
YvonorPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +7% blight / +7% darkness / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +30% arcane Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +2 Infravision radius: +4 See invisible: +7 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 27 cooldown : Effective talent level: 1.0 Power cost: 27 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 7 turns, and deals 22 blight damage or heals 29 life. Creatures standing in the retch also have 5% 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. 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 2.4 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb =sl_TR_KO_kw=Powered 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. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)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 182 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. |
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. |
dwarven steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes resistances: +18% lightning Stun/Freeze immunity: +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +1 Iron Grip Disarm immunity: +60% Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +2 Cun Mental save: +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
mastercraft head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Accuracy: +16 (+5 eff.) Light radius: +6 Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Armour: +16 Fatigue: +1% Damage when hit (Melee): 40 physical Tinkers can be attached to normal items to improve them with steam power! |
Chamonarildir [power 45] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +10 Changes damage: +9% arcane Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence Stamina each turn: +0.60 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Delabers the Glimmerpride [power 93] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +4 Cun Changes resistances penetration: +25% light Mental save: +12 (+3 eff.) Maximum hate: +10.00 Mindpower: +6 (+2 eff.) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Unravon [power 131] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str / +3 Dex / +2 Wil Changes damage: +9% blight Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Critical mult.: +6.00% Spell save: +9 (+3 eff.) Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Unrundur the steel torque of charged psionic shield [power 57] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +6 Con Changes resistances penetration: +20% physical Mental save: +6 (+2 eff.) Stun/Freeze immunity: +15% Knockback immunity: +25% Maximum life: +30.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 57 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Ginn the elven-wood totem of healing [power 192] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Cun / +8 Con Changes damage: +18% arcane Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to heal a target within range 9 (based on Willpower) for 192, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin &039; [power 69] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% blight / +6% temporal / +3% darkness Maximum wards: +4 acid / +3 nature / +4 light Talent granted: +1 Ward Spell save: +6 (+2 eff.) It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Antimagic Memery VIII the Krog Mindslayer level 34
27th Regrowth 123rd year of Ascendancy at 13:26 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Antimagic Memery VIII the Krog Mindslayer level 34
25th Regrowth 123rd year of Ascendancy at 16:07 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Antimagic Memery VIII the Krog Mindslayer level 15
54th Dusk 122nd year of Ascendancy at 00:19 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Antimagic Memery VIII the Krog Mindslayer level 5
9th Flare 122nd year of Ascendancy at 10:59 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Antimagic Memery VIII the Krog Mindslayer level 36
32nd Regrowth 123rd year of Ascendancy at 20:30 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Antimagic Memery VIII the Krog Mindslayer level 21
39th Haze 122nd year of Ascendancy at 08:04 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Antimagic Memery VIII the Krog Mindslayer level 25
6th Decay 122nd year of Ascendancy at 17:52 see stats
Home sweet home (Insane (Roguelike) difficulty)
10th Allure 123rd year of Ascendancy at 09:36 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Antimagic Memery VIII the Krog Mindslayer level 36
33rd Regrowth 123rd year of Ascendancy at 00:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Antimagic Memery VIII the Krog Mindslayer level 10
19th Dusk 122nd year of Ascendancy at 18:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Antimagic Memery VIII the Krog Mindslayer level 20
19th Haze 122nd year of Ascendancy at 10:51 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Antimagic Memery VIII the Krog Mindslayer level 30
10th Regrowth 123rd year of Ascendancy at 17:35 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Antimagic Memery VIII the Krog Mindslayer level 17
3rd Haze 122nd year of Ascendancy at 04:49 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Antimagic Memery VIII the Krog Mindslayer level 35
30th Regrowth 123rd year of Ascendancy at 19:32 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
40th Haze 122nd year of Ascendancy at 01:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Antimagic Memery VIII the Krog Mindslayer level 33
24th Regrowth 123rd year of Ascendancy at 07:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Antimagic Memery VIII the Krog Mindslayer level 11
22nd Dusk 122nd year of Ascendancy at 15:12 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Antimagic Memery VIII the Krog Mindslayer level 36
39th Regrowth 123rd year of Ascendancy at 10:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Antimagic Memery VIII the Krog Mindslayer level 27
6th Allure 123rd year of Ascendancy at 19:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Antimagic Memery VIII the Krog Mindslayer level 17
2nd Haze 122nd year of Ascendancy at 21:42 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Antimagic Memery VIII the Krog Mindslayer level 33
25th Regrowth 123rd year of Ascendancy at 03:15 see stats
Log
Antimagic Memery VIII is invigorated by the attack!
Antimagic Memery VIII&
Antimagic Memery VIII&
Antimagic Memery VIII is invigorated by the attack!
Antimagic Memery VIII&
Antimagic Memery VIII&
Antimagic Memery VIII is invigorated by the attack!
Antimagic Memery VIII&
Antimagic Memery VIII is invigorated by the attack!
Cold drake hatchling hits Antimagic Memery VIII for (1 antimagic), 0 cold (0 total damage).
Antimagic Memery VIII&252 physical, 19 mind, 0 arcane, 22 physical, 0 arcane (292 total damage).
Antimagic Memery VIII&331 physical, 19 mind, 0 arcane, 22 physical, 0 arcane (371 total damage).
Antimagic Memery VIII&229 physical, 19 mind, 0 arcane, 15 physical, 0 arcane (263 total damage).
Antimagic Memery VIII&WHITELASTYELLOWLASTPURPLELASTWHITELASTPURPLELASTLASTUID:10833:0fbd578LASTROYAL_BLUELASTROYAL_BLUELASTROYAL_BLUELASTLASTUID:10829:0fbd578LAST1133F3LAST1133F3LASTLASTUID:10835:0fbd578LASTROYAL_BLUELASTROYAL_BLUELASTROYAL_BLUELASTLASTLASTLAST039;s arcane area effect hits Cold drake hatchling for 3 arcane damage.
Blinkwyrm&fbd578LASTPURPLELASTPURPLELASTLAST039;s arcane area effect hits Champion of Urh&PURPLELASTLAST039;s arcane area effect hits Storm drake hatchling for 3 arcane damage.
Blinkwyrm&PURPLELASTLASTLASTLAST039;Rok uses Massive Blow.
Tree turns into grass.
Antimagic Memery VIII is recovering from the damage!
Saving game...








































































































































































