

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Age of Allure 1.7.4This addon adds a new campaign: The Age of Allure Because I do not have lot of time, I did not playtested it, so I open this up for: Beta testing NOTE: The campaign is intended to be harder than the main game campaign Please, leave any feedback at the Tome forums (link is here below) in order to make Thanks for playing! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Allure |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Annihilator |
| Level / Exp | 100 / 901% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 40 (base 16) |
| Dexterity | 144 (base 83) |
| Constitution | 98 (base 60) |
| Magic | 34 (base 10) |
| Willpower | 70 (base 10) |
| Cunning | 183.2 (base 100) |
Resources
| Life | 3314/3314 |
| Stamina | 589/589 |
| Steam | 100/100 |
| Healing Factor | 2.1425528913843 |
| Regeneration | 71.239883638528 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 22.013726448078 |
| See Stealth | 29 |
| See Invisible | 44 |
Offense: Mainhand
| Damage | 165 |
| Accuracy | 117 |
| Crit Chance | 114% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 100 |
| Crit Chance | 82% |
| Speed | 1 |
Offense: Mind
| Mindpower | 121 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +56% |
| Blight | +48% |
| Arcane | +70% |
| Cold | +29% |
| All | +8% |
| Darkness | +17% |
| Light | +26% |
| Temporal | +37% |
| Physical | +43% |
| Mind | +80% |
| Fire | +144% |
| Nature | +33% |
Offense: Damage Penetration
| Physical | +40% |
| Cold | +102% |
| All | +25% |
| Darkness | +41% |
| Light | +53% |
| Temporal | +41% |
| Mind | +85% |
| Fire | +70% |
| Lightning | +54% |
Defense: Base
| Armour (hardiness) | 73 (38.594633868923%) |
| Defense | 94 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 39 |
| Mental Save | 56 |
Defense: Resistances
| Acid | 58%( 70%) |
| Physical | 49%( 70%) |
| Cold | 68%( 70%) |
| All | 32%( 70%) |
| Darkness | 47%( 70%) |
| Light | 40%( 70%) |
| Temporal | 60%( 70%) |
| Lightning | 70%( 70%) |
| Fire | 65%( 70%) |
| Mind | 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 38% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 22.5 steam per turn. Can be activated for an instant burst of 113 steam. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 10 times. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 12 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 227 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 9 times. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 10/5 |
| 5/5 |
| 1/5 |
| 8/5 |
| Steamtech / Heavy weapons | 1.30 |
| 7/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Turrets | 1.30 |
| 6/5 |
| 1/5 |
| 6/5 |
| 3/5 |
| Steamtech / Gadgets | 1.30 |
| 10/5 |
| 8/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 6/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Incendiary Grenade |
| talent | Rocket Pod |
| talent | Trained Reactions |
| beneficial effect | As your mortal shell hardens: you gain 30% mind resistance. Resilience |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (305/305). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Choosing side in the melting pot of Maj&LIGHT_GREEN A Friend In Need | done |
Lady Neira of the Kar&LIGHT_GREEN Acorn of the Ancients | done |
Something went terribly wrong with the Kar&LIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN Alone in the Dark | done |
Thaumaturgy is the occult art of manipulating natural forces, through esoteric knowledge and ritual practice. Ancient Art of ThaumaturgyThe Cassiterite of Cybele recently disappeared from the temple of Matar Kubileya, and you were asked to find it. For your service, you can gain a thaumaturgic blessing... * Voivode Ugrin from Mardrop asked you to bring him the Cassiterite of Cybele. * Piroska Doukaina from Stygia asked you to bring her the Cassiterite of Cybele. * Ondine Nereid from Narwëndír asked you to bring her the Cassiterite of Cybele. * You have found the precious gem. * You brought back the Cassiterite of Cybele to Piroska Doukaina. | done |
Orcs pillaged your peaceful village and murdered your love and child. Apetite for DestructionYou have met with a strange woman from the Kar&LIGHT_GREENWHITELIGHT_GREEN039;awiil Ajaw in Shatur. * You killed Eþínn Lómëar but he managed to spread his corruption in Fuinë Taurë. * You informed Lady K&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | done |
NK-128 is now capable of interstellar travel. Devoured by the Deep SpaceYou can leave now the Áine äsú Ninlil stellar system and travel through the Deep Space towards the Shandral stellar system. Finally! You can go home. * You successfully traveled through the Galaxy and arrived in the Shandral stellar system. * Unfortunately NK-128s enhanced powercore was overcharged, so it is unable to make interstellar travels anymore, but does it matter now? | done |
Ishmekarab informed you: he can repair the shattered spaceship that you found at Ninkarrak Wastes, but he will need some mechanical parts. Escape from NinkarrakYou have to obtain a Central Control System from Ashnan Orchard, an Ion Thruster from the Fólkvangr Meadow, Magnetic Plating from Lagash Plateau and an Iwngron Powersource from the Tomb of Ninmah. * You collected a Central Control System. * You collected an Ion Thruster. * You collected a Magnetic Plating. * You collected an Iwngron Powersource. * You collected all required mechnical parts. * Unfortunately Ishmekarab could not repair the ruined spaceship, but he knows someone who owns a functioning one. | done |
Ishmekarab told you about a mythological place in southern Ninkarrak, called the Tower of Gatûmdug. Legends of GatûmdugIt is the haven of the goddess of a fallen, long forgotten civilization. You should travel through the Tunnels of Amasagnudi to the southern continent called Gatûmdug and speak with this ... goddess... Moryana. Ishmekarab thinks she has a functioning spaceship. * You found the arinna of the illuyanka: goddess Moryana. * You killed the false prophet Dilmun. * Moryana gave you NK-128, the ancient arinna spaceship and her kikimoras enhanced it will all the parts that you gathered. | done |
At last!!!. Returned From TaygetusYou arrived back to the Shandral stellar system. Your body is shaking, you never fully believed you will make it. You fought through another stellar system and also the interstellar Deep Space. What was your chance? 10e-9999999999999999999999999999999999 ??? And you survived and arrived back to home. * You arrived back to Eyal, but it seems ... different. * All the cities, towns, villages have disappeared. There is only one giant metallic monstrum on the surface of Maj&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | done |
NK-128 is only capable of interplanetary travel. Scavenger of TukultiYou have to leave planet Ninkarrak and travel across the Áine äsú Ninlil system to planet Tukulti. Millennias ago the illuyanka civilization installed an orbital satellite platform around the gas giant Tukulti. The platform is abandoned, but it has some technological components that are required to modify NK-128 for interstellar travel. You need to scavenge: Iolobithe Thrusters, Whitematter Powercore, Recall Module XJ-6 and you have to obtain a galactic map in order to travel back to Shandral. * You scavenged the Iolobithe Thrusters. * You scavenged the Whitematter Powercore. * You scavenged the Recall Module XJ-6. * You obtained a galactic map. * The Monad enhanced Ninkarrak-128 and gave you a galactic map. * You can make now interstellar travels. Therefore, you can go home! | done |
As a newborn soul, first you have to get a mortal shell. Soul MatesYou are floating in the void, when suddenly a strange being manifests close to you. * You watched the welcoming intro and learned about your past and family. * You collected an athelas herb. * Quickly go back to Eridu and give it to Kurgan. * You failed to protect your family. * Your love and your child was murdered in front of your eyes. * Revenge your beloved ones, kill the orcs in Eridu! | failed |
You managed to detach from the Womb. Your mind controls your physical body again. The Age of the WayThe eerie female voice told you to escape from the Womb and travel to the island of Rel, where the ancient yeek town lies: Irkkk. There you should destroy the ... Well of Minds... You wonder what could that be. * You destroyed the Green Yeek and the Well of Minds. The mental shield has gone, therefore you can enter to The Way now. * You destroyed the strange entity at the sewers gates. You can enter now to the Undercity of The Way. * You freed Linaniil from her millennial imprisonment. With the remnants of her magic she could open the way into the Nervous System of The Way. * Congratulations! * You managed to destroy the aspects of The Way and freed Eyal from the enslavement of the Womb! | done |
Lady Hnoss at the Fólkvangr Meadow asked you to bring her twin sister Gersemi back to her. The Loss of HnossShe said: she will reward you very generously. Well, this part sounds good. * You saved Lady Gersemi and informed Lady Hnoss. | done |
Equipment
| On feet | d.steel resilient armor (15 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Defense: +15 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 4 fire Changes resistances: +19% temporal / +22% darkness / +9% fire Reduce damage by fixed amount: +30 all Changes resistances penetration: +16% temporal / +16% darkness / +28% light Changes damage: +9% darkness / +21% fire Physical save: +18 (+4 eff.) Silence immunity: +38% Confusion immunity: +38% Pinning immunity: +25% Stun/Freeze immunity: +35% Knockback immunity: +25% Teleport immunity: +100% Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +21% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | voratun sharpfang weapon (22/22, 64-77 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 90% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 22 On weapon hit: * 29% chance to slow global speed by 87% * 29% chance to reduce damage dealt by 44% On weapon crit: * Wound the target dealing 365 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +29 nature / +29 cold Damage (radius 1) on hit: +29 darkness Damage (radius 2) on crit: +29 darkness Shots are used with slings to pummel your foes to death. |
| Light source | alchemist critical itemInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Str / +2 Wil / +1 Cun Critical mult.: +50.00% Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Mental save: +6 (+2 eff.) Psi when hit: +0.16 Light radius: +5 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eastern Wood Hat powerful armor (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +115 (+17 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Physical power: +50 (+8 eff.) Defense: +18 (+4 eff.) Changes stats: +15 Cun / +22 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Spellpower: +50 (+9 eff.) Mindpower: +50 (+7 eff.) Light radius: +7 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Steam Powered Gauntlets powerful armor (0 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +50 (+7 eff.) Physical crit. chance: +10.0% Physical power: +50 (+8 eff.) Armour: +15 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Spellpower: +50 (+9 eff.) Mindpower: +50 (+7 eff.) Steam crit. chance: +10% Learn an unarmed attack talent or enable &039; to see combat stats. Gauntlets. But with steam power! |
| Tool | Arukor [power 430] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +52 (+8 eff.) Physical power: +40 (+7 eff.) Changes stats: +7 Dex / +10 Wil Changes resistances: +18% acid Changes damage: +15% mind Critical mult.: +34.35% Stun/Freeze immunity: +34% Psi when hit: +0.32 Maximum stamina: +51.53 Mindpower: +52 (+8 eff.) See invisible: +15 It can be used to fire a magical bolt dealing 464 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 18 fire Changes resistances: +21% cold / +18% fire Changes damage: +15% mind / +24% fire Critical mult.: +36.44% Disarm immunity: +43% Pinning immunity: +50% Knockback immunity: +50% Spellpower on spell critical (stacks up to 3 times): +18 Maximum life: +46.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +14% Mindpower: +30 (+5 eff.) Light radius: +5 Damage Shield penetration: +55% Rings make your fingers look great! |
| On fingers | voratun ring &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 28% chance to reduce strength, dexterity, and constitution by 40 Changes stats: +12 Con Changes resistances: +3% fire Changes resistances penetration: +25% fire Changes damage: +15% blight / +6% fire / +6% arcane Physical save: +24 (+6 eff.) Stun/Freeze immunity: +50% Life regen: +23.00 Maximum life: +100.00 Healing mod.: +20% Rings make your fingers look great! |
| Around neck | voratun critical itemInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Damage when hit (Melee): 8 fire Changes stats: +13 Wil Changes resistances: +28% mind / +5% physical Changes resistances penetration: +41% cold Changes damage: +18% mind Critical mult.: +30.00% Blindness immunity: +33% Confusion immunity: +46% Pinning immunity: +33% Mental crit. chance: +5% Healing mod.: +30% Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% Amulets make your neck look great! |
| In main hand | voratun trickster weapon Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 110 damage and reducing their armor Travel speed: +600% Damage (Ranged): +16 light Damage (radius 1) on hit: +16 lightning / +27 light Attacks use: 2.0 Steam When wielded/worn: Physical crit. chance: +20.0% Changes stats: +16 Str / +16 Dex / +16 Mag / +16 Wil / +39 Cun / +16 Con Changes resistances: +12% light / +12% cold Changes resistances penetration: +20% fire Changes damage: +40% fire Light radius: +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | drakeskin resilient armor |
| In off hand | voratun resilient armor (0 def, 26 armour, 68-82 power, 316.5 block)Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +316 When wielded/worn: Armour: +26 Fatigue: +8% Effects on melee hit: * 29% chance to reduce all saves and defense by 56 Changes stats: +11 Wil / +5 Cun / +9 Con Reduce damage by fixed amount: +30 all Changes resistances penetration: +25% mind / +36% cold Changes damage: +24% mind Talent granted: +1 Block Critical mult.: +28.64% Physical save: +17 (+4 eff.) Equilibrium when hit: +0.28 Maximum psi: +60.00 Handheld deflection devices. |
| Cloak | e.silk resilient armor (4 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Damage when hit (Melee): 14 mind Changes stats: +5 Cun / +5 Dex Changes resistances: +39% lightning / +21% temporal Reduce damage by fixed amount: +30 all Changes resistances penetration: +35% mind Changes damage: +18% light Spell save: +22 (+8 eff.) Confusion immunity: +28% Stun/Freeze immunity: +50% Maximum life: +140.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | e.silk resilient armor (6 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 40 Damage when hit (Melee): 4 lightning Changes stats: +8 Mag / +8 Wil Changes resistances: +20% acid / +20% physical / +27% lightning / +19% cold / +19% fire / +15% all Reduce damage by fixed amount: +30 all Changes resistances penetration: +29% lightning Changes damage: +23% acid / +29% temporal / +20% fire / +21% cold / +26% arcane / +25% physical Talent cooldown: Refit Golem (-5 turns) Physical save: +36 (+8 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Maximum mana: +110.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Potion of Annulment Potion of AnnulmentPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: potion / elixir It can be used to remove 5 random detrimental effects from the consumer. A vial of dense, black fluid. |
3 Potion of Enlightenment 3 Potion of EnlightenmentPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: potion / elixir It can be used to temporarily increases your experience gain by 30%. A vial of purplish-yellow, glowing fluid. |
Potion of Resilience Potion of ResiliencePowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: potion / elixir It can be used to temporarily increases your chosen damage resistance by 30%. A vial of green fluid with a terrible smell. |
medical injector implant (efficiency 167% / cooldown 58%)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 167% efficiency and cooldown mod of 58%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 135% / cooldown 65%)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 135% efficiency and cooldown mod of 65%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 108% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 50%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 130% / cooldown 57%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 57%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 129% / 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 129% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 215% / cooldown 63%)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 215% efficiency and cooldown mod of 63%. 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 (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 64 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 954%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 954% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 694%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 694% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 1004; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1004 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 27%; mental, physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 and physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 270 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune of the sneak (damage 566; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 566.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 10; phase 32; cd 19)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: 10 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. 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 spell talent. |
blink rune of the wizard (range 4; phase 14; cd 13)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: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 99; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
shielding rune of the duelist (absorb 748; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 748 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 736; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 736 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 994; dur 7; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 994 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 691; dur 6; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 691 damage for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 551; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 551 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 83; blocks 6; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 6 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 19; blocks 5; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 19 up to 5 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 48; blocks 7; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 7 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 164; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 164 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist&Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Brandrip the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +9 Dex Changes resistances: +24% fire Changes resistances penetration: +20% fire / +10% temporal Changes damage: +9% fire / +9% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
HettaregogenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +45 (+7 eff.) Armour: +14 Changes stats: +5 Str Changes resistances: +18% acid Changes damage: +39% blight / +13% fire Critical mult.: +20.00% Stamina each turn: +4.78 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +16 Maximum stamina: +40.00 Spellpower: +46 (+8 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Amulets make your neck look great! |
Lisura the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Str / +5 Dex / +6 Wil Changes resistances: +15% lightning Reduces incoming crit damage: 10.00% Mental save: +3 (+1 eff.) Stun/Freeze immunity: +29% Knockback immunity: +20% Maximum life: +20.00 Amulets make your neck look great! |
NimbusfuryInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +4 Wil Changes resistances: +10% mind Changes damage: +15% acid Confusion immunity: +23% Maximum hate: +4.00 Amulets make your neck look great! |
copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
mindweaver&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +14 Changes stats: +3 Wil Critical mult.: +12.00% Mental save: +11 (+4 eff.) Confusion immunity: +18% Mindpower: +9 (+2 eff.) Amulets make your neck look great! |
stralite amulet &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +3 Armour: +16 Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +3 Dex / +5 Mag Changes damage: +8% darkness / +8% temporal / +7% light / +8% physical Maximum stamina: +20.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
voratun amulet &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 darkness Changes stats: +4 Dex / +8 Mag / +8 Cun / +5 Con Changes resistances: +4% physical Changes resistances penetration: +20% cold / +20% physical Changes damage: +12% mind / +9% darkness Critical mult.: +30.00% Physical save: +15 (+3 eff.) Equilibrium when hit: +0.40 Hate when firing a critical mind attack: +7.97 Amulets make your neck look great! |
voratun critical itemInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +34 (+7 eff.) Damage when hit (Melee): 8 fire Changes resistances: +12% lightning / +15% cold / +30% mind / +27% acid Changes resistances penetration: +29% cold Critical mult.: +30.00% Physical save: +9 (+2 eff.) Confusion immunity: +50% Pinning immunity: +23% Light radius: +3 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Amulets make your neck look great! |
voratun critical itemInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +36% acid / +15% light / +15% lightning Changes damage: +24% mind Critical mult.: +65.04% Reduces incoming crit damage: 26.28% Cut immunity: +70% Teleport immunity: +35% Maximum life: +160.00 Spellpower: +40 (+7 eff.) Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 568 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warmaker&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +10 Dex / +5 Wil Changes damage: +12% blight / +9% fire Critical mult.: +19.00% Spellpower: +5 (+1 eff.) Amulets make your neck look great! |
Bleakquarry the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +55 (+8 eff.) Armour penetration: +5 Physical crit. chance: +11.0% Changes stats: +6 Str / +10 Dex / +6 Cun Changes damage: +30% darkness / +12% physical Reduces incoming crit damage: 20.00% Rings make your fingers look great! |
Flarerock the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 darkness Changes stats: +4 Cun / +4 Mag Changes resistances: +5% arcane / +15% fire Changes resistances penetration: +10% darkness / +25% fire Changes damage: +9% arcane / +12% fire Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
LustrerainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 34% chance to reduce all saves and defense by 56 Damage when hit (Melee): 17 temporal Changes stats: +7 Cun / +7 Str Changes resistances: +21% light / +21% mind Changes resistances penetration: +30% light / +40% temporal Critical mult.: +25.00% Equilibrium when hit: +0.28 Mindpower: +52 (+8 eff.) Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Rings make your fingers look great! |
Pitchprophet the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +10 Mag Changes resistances: +31% darkness Changes resistances penetration: +39% arcane Critical mult.: +31.50% Spell save: +20 (+7 eff.) Mana each turn: +0.28 Maximum hate: +15.75 Spellpower: +47 (+8 eff.) Mental crit. chance: +13% Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% Rings make your fingers look great! |
Shimmerwasp the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Changes stats: +10 Dex / +6 Wil Changes resistances: +51% fire / +9% arcane / +18% nature Changes damage: +33% lightning Critical mult.: +30.00% Mental save: +24 (+7 eff.) Stun/Freeze immunity: +35% Only die when reaching: -140.63 life Rings make your fingers look great! |
SingelashInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+4 eff.) Physical crit. chance: +8.0% Damage when hit (Melee): 6 arcane Changes resistances: +32% lightning / +9% fire Changes damage: +16% lightning / +9% fire Light radius: +3 Rings make your fingers look great! |
Vorudhethra the BrandgloryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+4 eff.) Physical crit. chance: +4.0% Effects on melee hit: * 18% chance to reduce all saves and defense by 56 Damage (Melee): 29 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 56 Damage (Ranged): 29 physical Changes stats: +7 Dex / +6 Wil / +7 Cun Changes damage: +15% fire Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind / 14 cold Changes stats: +5 Con Changes resistances: +15% blight / +15% nature / +15% mind Changes damage: +6% cold / +3% temporal Spell save: +20 (+7 eff.) Poison immunity: +30% Disease immunity: +21% Life regen: +19.00 Maximum life: +100.00 Maximum stamina: +40.00 Healing mod.: +20% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn& |
copper citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +11% Disease immunity: +12% Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% blight Changes resistances penetration: +5% blight / +15% acid Changes damage: +3% acid / +3% blight Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings make your fingers look great! |
savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
steel citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +7.00 Maximum life: +59.00 Light radius: +4 Infravision radius: +4 Healing mod.: +11% Rings make your fingers look great! |
stralite ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +8 Cun Changes resistances: +12% mind / +6% lightning Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +20% Spellpower: +25 (+5 eff.) Damage Shield penetration: +30% Rings make your fingers look great! |
titan&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
voratun ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +15 (+3 eff.) Armour: +14 Damage when hit (Melee): 12 blight Changes stats: +10 Str / +15 Con Changes resistances: +18% blight Critical mult.: +20.00% Physical save: +15 (+3 eff.) Stamina each turn: +3.55 Mana when firing critical spell: +2.37 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.living mindstar of venom (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 acid Changes resistances: +20% acid Changes resistances penetration: +17% acid Changes damage: +17% acid Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
The Long-Arm sharpfang weaponRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 0.0 - 0.0 Uses stat: 20% Dex Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10% Activation costs 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
enhanced stralite steamgun of piercingRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Changes stats: +7 Str / +5 Dex / +6 Mag / +8 Wil / +7 Cun / +7 Con Changes resistances penetration: +8% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun trickster weaponRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +11 Physical crit. chance: +20.0% Changes stats: +8 Str / +6 Dex / +8 Mag / +8 Wil / +26 Cun / +9 Con Changes resistances penetration: +14% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
AirpiercerInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +6 Str / +5 Dex / +5 Cun / +6 Con / +9 Lck Changes resistances: +9% lightning / +3% temporal / +9% light / +3% cold / +3% nature / +9% fire Changes damage: +9% lightning Trap disarming bonus: +21 Stealth bonus: +15 Physical save: +28 (+7 eff.) Mindpower: +8 (+1 eff.) Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
Gunidurig the BlackveilInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 44% Changes stats: +1 Con Changes damage: +3% mind Psi when hit: +0.16 Only die when reaching: -20.00 life Maximum life: +32.00 A belt that goes around your waist. |
drakeskin leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Mag Changes resistances: +19% temporal Changes resistances penetration: +32% blight / +25% temporal Critical mult.: +15.00% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +13 Maximum vim: +60.00 Damage Shield penetration: +39% A belt that goes around your waist. |
drakeskin resilient armorInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +11 Cun Reduce damage by fixed amount: +30 all Changes damage: +27% darkness Critical mult.: +41.76% Physical save: +15 (+3 eff.) Mental save: +18 (+6 eff.) Maximum hate: +12.00 Spell crit. chance: +6% Mindpower: +27 (+4 eff.) Mental crit. chance: +3% A belt that goes around your waist. |
hardened leather belt &039;Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +10 Cun Changes damage: +18% acid / +9% mind Critical mult.: +15.00% Life regen: +1.70 Healing mod.: +21% A belt that goes around your waist. |
spiritwalker&Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Changes stats: +4 Mag Mana each turn: +0.15 Maximum mana: +21.00 It can be used to create a temporary shield that absorbs 179 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Eilinogatta the Stokelord (1 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+1 eff.) Changes stats: +1 Wil Changes resistances: +14% cold Changes resistances penetration: +15% mind Changes damage: +6% fire Physical save: +3 (+0 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningkiss the elven-silk cloak (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 lightning Changes stats: +8 Wil Changes damage: +24% blight Critical mult.: +30.00% Spell save: +15 (+5 eff.) Mental save: +11 (+4 eff.) Mana when firing critical spell: +3.14 Vim when firing critical spell: +3.14 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +156.84 Spell crit. chance: +6% Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak &039; (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +21% darkness Changes damage: +27% arcane Critical mult.: +25.00% Physical save: +15 (+3 eff.) Mana each turn: +0.24 Vim when firing critical spell: +3.03 Spellpower on spell critical (stacks up to 3 times): +14 Maximum life: +110.00 Damage Shield penetration: +45% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak &039; (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +4 Cun Changes resistances: +15% light / +30% cold Changes resistances penetration: +45% blight Changes damage: +18% light Critical mult.: +35.61% Mental save: +15 (+5 eff.) Maximum hate: +17.80 Maximum psi: +89.02 Mindpower: +53 (+8 eff.) Mental crit. chance: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer&Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +4 Cun / +3 Dex Maximum life: +40.00 Maximum stamina: +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arewe the Oakreeve (8 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +10 Mag Changes resistances: +12% lightning / +24% darkness / +12% cold / +12% blight / +12% fire / +22% light / +15% all Changes resistances penetration: +10% blight / +10% nature Changes damage: +27% light Critical mult.: +30.27% Physical save: +20 (+5 eff.) Spell save: +66 (+22 eff.) Mental save: +19 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +70.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +11% Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dimsage the silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 10% chance to slow global speed by 87% Damage when hit (Melee): 2 darkness Changes stats: +6 Con Changes resistances: +3% lightning / +3% light / +6% nature / +5% arcane / +13% all Changes resistances penetration: +13% darkness / +12% physical Changes damage: +9% physical / +13% nature / +22% darkness Mental save: +18 (+6 eff.) Poison immunity: +30% Disease immunity: +34% Maximum hate: +9.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fogusher (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 31% chance to reduce damage dealt by 44% Damage when hit (Melee): 8 cold Changes stats: +12 Str / +8 Mag / +8 Wil Changes resistances: +14% lightning / +20% physical / +20% acid / +19% fire / +35% cold / +26% mind / +15% all Changes resistances penetration: +20% physical Changes damage: +29% lightning / +50% physical / +25% fire / +71% cold / +26% mind / +24% acid Talent cooldown: Refit Golem (-5 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glimmerrend (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +15% fire / +3% nature / +7% all Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velythra the Scaldraider (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +15% acid / +10% physical / +10% cold / +13% fire / +15% all Changes resistances penetration: +20% fire Changes damage: +8% acid / +9% temporal / +5% cold / +3% blight / +11% fire / +6% arcane / +5% physical Talent cooldown: Refit Golem (-3 turns) Spell save: +18 (+6 eff.) Maximum mana: +21.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer&Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +5% blight / +10% darkness / +12% mind / +13% all Physical save: +11 (+2 eff.) Spell save: +15 (+5 eff.) Mental save: +28 (+8 eff.) Life regen: +2.20 Maximum life: +53.00 Healing mod.: +18% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +12% blight / +15% all Changes damage: +17% nature Poison immunity: +35% Disease immunity: +45% Life regen: +3.40 Maximum life: +68.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hadig (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +1 Str Changes resistances: +6% fire Mental save: +3 (+1 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Lavasorrow (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +4 Mag Changes resistances penetration: +30% mind Changes damage: +24% fire / +12% arcane / +21% mind Critical mult.: +20.00% Maximum encumbrance: +43 Physical save: +15 (+3 eff.) Mana when firing critical spell: +2.78 Hate when firing a critical mind attack: +6.95 Maximum psi: +40.00 Spellpower: +35 (+6 eff.) Mindpower: +42 (+6 eff.) Damage Shield penetration: +42% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
drakeskin resilient armor (25 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Armour: +5 Defense: +25 (+5 eff.) Damage when hit (Melee): 16 acid Changes stats: +5 Dex / +6 Mag Changes resistances: +30% light / +8% arcane Reduce damage by fixed amount: +30 all Critical mult.: +33.53% Disease immunity: +34% Knockback immunity: +34% Maximum life: +167.63 Spellpower: +10 (+2 eff.) See invisible: +21 A pair of boots made of leather. |
pair of dwarven-steel boots &039;Nerin&Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Wil / +12 Mag Changes resistances penetration: +25% blight Changes damage: +7% acid / +7% blight Critical mult.: +20.00% Disease immunity: +35% Spellpower: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of hardened leather boots &039; (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +6% mind Changes damage: +9% arcane Spell save: +18 (+6 eff.) Silence immunity: +30% Confusion immunity: +38% Stun/Freeze immunity: +26% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 Spell crit. chance: +6% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots of invasion (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes resistances penetration: +14% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Dakhtun&Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable &039; to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Heatream the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 2 mind / 4 cold Changes resistances: +9% fire Changes resistances penetration: +15% fire Life regen: +4.00 Stamina each turn: +0.80 Equilibrium when hit: +0.04 Maximum stamina: +15.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +2% Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Spellhunt Remnants (6 def, 8 armour) Requires: - 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 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable &039; to see combat stats. Can&LASTYELLOWLASTANTIQUE_WHITE |
Urthigakath the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +5 Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +5 Dex Changes resistances: +2% physical Critical mult.: +10.00% Psi when hit: +0.08 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Berumnir the Scabsmasher (10 def, 23 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +23 Defense: +10 (+2 eff.) Fatigue: +5% Effects on melee hit: * 25% chance to slow global speed by 87% Damage when hit (Melee): 6 nature Changes stats: +5 Wil / +5 Cun / +3 Con Changes resistances: +12% nature / +5% physical Changes damage: +9% nature Critical mult.: +24.58% Stamina each turn: +3.69 Mindpower: +6 (+1 eff.) A cap made of leather. |
Brightbore the hardened leather hat (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +8 (+1 eff.) Armour: +3 Defense: +6 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +4 Wil / +3 Cun Changes resistances: +3% fire / +3% cold / +8% physical Changes resistances penetration: +25% fire Changes damage: +3% cold / +9% fire Physical save: +8 (+2 eff.) A hat made of leather. Very stylish. |
Duathelstrider (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +1 Str / +11 Dex / +4 Mag / +5 Wil / +6 Cun Changes resistances penetration: +15% darkness Changes damage: +8% blight / +12% arcane Spell crit. chance: +2% A hat made of leather. Very stylish. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Galethorn (7 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +12 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 50% Changes stats: +5 Str / +4 Con Changes resistances: +15% lightning / +14% temporal / +9% acid / +7% all Changes resistances penetration: +10% acid Changes damage: +9% lightning Physical save: +12 (+3 eff.) A hat made of leather. Very stylish. |
Glarefear (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 mind Changes stats: +5 Cun / +5 Dex Changes damage: +12% light / +9% mind Critical mult.: +24.41% Physical save: +9 (+2 eff.) Blindness immunity: +24% Pinning immunity: +24% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nimbuspall (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Wil / +5 Mag Changes resistances: +6% arcane Changes resistances penetration: +15% lightning / +30% blight Critical mult.: +23.83% Stamina when hit: +2.40 Equilibrium when hit: +3.00 Vim when firing critical spell: +2.38 Damage Shield penetration: +30% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A cap made of leather. |
Polabeth (0 def, 10 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +11 Cun Changes resistances: +12% blight / +17% cold Allows you to breathe in: water Only die when reaching: -85.42 life Maximum hate: +6.00 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat &039; (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +22% nature / +12% cold Changes resistances penetration: +20% mind / +10% arcane Changes damage: +15% nature Critical mult.: +25.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spell crit. chance: +2% Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
drakeskin leather hat &039; (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +10 Str / +3 Wil Changes resistances: +21% blight / +9% lightning Poison immunity: +20% Stun/Freeze immunity: +24% Infravision radius: +4 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat of madness (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Cun / +10 Wil Mental save: +30 (+9 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target&ANTIQUE_WHITE |
iron helm &039; (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +1 Wil Changes resistances: +6% fire / +6% cold Changes resistances penetration: +15% nature Maximum hate: +2.00 Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat &039; (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Wil Changes resistances: +15% darkness / +6% temporal Mental save: +7 (+3 eff.) Confusion immunity: +10% Pinning immunity: +10% Life regen: +4.00 Only die when reaching: -60.00 life Light radius: +2 Healing mod.: +5% A hat made of leather. Very stylish. |
voratun helm &039; (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 44% Damage when hit (Melee): 4 mind Changes stats: +7 Str Changes resistances: +12% mind / +14% cold / +13% nature / +12% fire Changes resistances penetration: +10% darkness Changes damage: +6% darkness Spell save: +8 (+3 eff.) Maximum life: +110.00 Healing mod.: +13% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
Cyruleth the hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +3 Str / +5 Dex / +5 Mag / +5 Wil / +3 Cun Changes resistances: +20% lightning Changes resistances penetration: +10% arcane Critical mult.: +12.00% Vim when firing critical spell: +2.00 Maximum life: +47.00 Mindpower: +10 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +20% light / +20% darkness Life regen: +6.00 Maximum life: +80.00 Healing mod.: +18% A suit of armour made of metal plates. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Shield usage training - Cunning 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 100% Cun, 20% Mag Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
This item will automatically be transmogrified when you leave the level.windwalling voratun shield of cold resistance (+20%) (0 def, 10 armour, 64-77 power, 191 block) Requires: - Shield usage training - Cunning 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +191 Damage (Melee): +30 physical When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +6 Wil Changes resistances: +30% cold / +20% physical Talent granted: +1 Block Slows Projectiles: +37% Bonus block near projectiles: +110 Handheld deflection devices. |
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. |
1616 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. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 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. |
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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Phoenixscar the voratun pickaxe (dig speed 12 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +3 Str Changes resistances: +21% lightning / +30% fire Changes resistances penetration: +29% darkness / +25% lightning Changes damage: +23% fire / +14% mind / +15% darkness Mental save: +13 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 40 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintershaper the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Effects on melee hit: * 20% chance to slow global speed by 87% Changes stats: +7 Wil / +6 Con Changes resistances: +14% blight / +9% cold / +7% arcane / +18% nature Changes resistances penetration: +15% cold / +15% all Changes damage: +15% cold / +15% mind / +3% arcane Life regen: +14.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Orb of Andúnë Orb of AndúnëPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to teleport the user to the worldmap after 20 turns Activation costs 60 power out of 80/80. This orb is made entirely of poudretteite, 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
20 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
30 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 84% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
simple frost salve [power 13] simple frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 165] simple healing salve [power 165]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 165 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lelirethad the Skyguile (22/22, 67-80 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 67.0 - 80.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +18.0% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 150 damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 365 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 light Damage (radius 1) on hit: +21 lightning / +21 light Damage (radius 2) on crit: +21 lightning Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of wind (18/18, 23-28 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 18 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 260 physical damage On weapon crit: * Wound the target dealing 365 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of crippling (22/22, 64-77 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 64.5 - 77.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +23.0% Capacity: 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 365 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of voratun shots &039; (24/24, 55-66 power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * 23% chance to reduce all saves and defense by 56 * 23% chance to slow global speed by 87% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 260 physical damage Travel speed: +200% Damage (Ranged): +23 mind Damage (radius 1) on hit: +23 mind Damage (radius 2) on crit: +23 mind Shots are used with slings to pummel your foes to death. |
crude thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Damage (radius 1) on hit: +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 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! |
dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Damage (radius 1) on hit: +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
iron grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Changes resistances: +6% lightning Stun/Freeze immunity: +10% 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 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 alchemist&Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes damage: +20% acid / +20% fire / +20% nature / +20% blight 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 When attach to an other item: Accuracy: +16 (+2 eff.) Light radius: +6 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Damage (radius 1) on hit: +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect black light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes damage: +25% darkness Light radius: -5 Infravision radius: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
well-made alchemist&Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes damage: +15% acid / +15% fire / +15% nature / +15% blight Tinkers can be attached to normal items to improve them with steam power! |
well-made black light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes damage: +15% darkness Light radius: -3 Infravision radius: +6 See invisible: +6 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Accuracy: +9 (+1 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Damage (radius 1) on hit: +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Flametyphoon the dwarven-steel torque of gale force [power 215] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 56 Damage when hit (Melee): 10 acid Changes resistances: +31% acid / +9% fire Changes resistances penetration: +15% acid / +15% fire / +15% cold Changes damage: +31% fire It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 307 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 75. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind [power 5] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Getizilandur the dragonbone totem of healing [power 554] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +20 (+3 eff.) Armour: +8 Defense: +35 (+7 eff.) Effects on melee hit: * 29% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Mag / +9 Wil Changes resistances: +5% physical Changes damage: +18% temporal Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 554 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 90. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging &039; [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +44 (+6 eff.) Physical crit. chance: +8.0% Physical power: +25 (+4 eff.) Armour: +10 Changes stats: +5 Str / +16 Wil Changes damage: +24% fire It can be used to sting an enemy dealing 745 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing &039; [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Wil / +3 Cun / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +25% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
Salada the Gleamwhisper [power 308] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +3 Changes stats: +7 Str / +4 Con Changes resistances penetration: +10% light It can be used to create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 65. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
18 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
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
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Boogie the Halfling Annihilator level 54
10th Haze 7494th year of Ascendancy at 21:31 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Boogie the Halfling Annihilator level 35
24th Pyre 7494th year of Ascendancy at 09:00 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Boogie the Halfling Annihilator level 43
7th Mirth 7494th year of Ascendancy at 02:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Boogie the Halfling Annihilator level 10
59th Pyre 7493rd year of Ascendancy at 11:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Boogie the Halfling Annihilator level 20
50th Haze 7493rd year of Ascendancy at 21:41 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Boogie the Halfling Annihilator level 30
36th Regrowth 7494th year of Ascendancy at 02:35 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Boogie the Halfling Annihilator level 40
38th Pyre 7494th year of Ascendancy at 03:09 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Boogie the Halfling Annihilator level 50
76th Dusk 7494th year of Ascendancy at 12:17 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Boogie the Halfling Annihilator level 81
73rd Regrowth 7495th year of Ascendancy at 00:18 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Boogie the Halfling Annihilator level 45
47th Dusk 7494th year of Ascendancy at 16:53 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Boogie the Halfling Annihilator level 33
50th Regrowth 7494th year of Ascendancy at 14:22 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Boogie the Halfling Annihilator level 49
76th Dusk 7494th year of Ascendancy at 00:33 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Boogie the Halfling Annihilator level 35
53rd Regrowth 7494th year of Ascendancy at 08:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Boogie the Halfling Annihilator level 27
2nd Allure 7494th year of Ascendancy at 22:43 see stats
Log
Talent Rune: Stormshield is ready to use.
Boogie is no longer out of phase.
Resting starts...
Talent Rune: Shatter Afflictions is ready to use.
Talent Upgrade is ready to use.
Talent Luck of the Little Folk is ready to use.
Talent Medic Turret is ready to use.
Talent Death From Above is ready to use.
Talent Rune: Blink is ready to use.
Rested for 185 turns.
Boogie picks up ( .): Spellhunt Remnants (6 def, 8 armour).
Boogie picks up ( .): pair of voratun boots of invasion (0 def, 5 armour).
Boogie picks up ( .): elven-silk wizard hat of madness (3 def, 0 armour).
Boogie picks up ( .): prismatic voratun plate armour of Eyal (0 def, 16 armour).
Boogie picks up ( .): windwalling voratun shield of cold resistance (+30%) (0 def, 10 armour, 64-77 power, 191 block).
Boogie picks up ( .): living mindstar of venom (16-18 power, 40 apr, nature damage).
Lore found: Spellhunt Remnants
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 8 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 99 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.





































































































































































