












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Writhing One |
| Level / Exp | 50 / 5646% |
| Size | medium |
| Lifes / Deaths | Killed by Elotta the lumberjack at level 8 on the 13rd Dusk 122nd year of Ascendancy at 01:54 0 / 7Killed by Vorima the grannor&039;Rok at level 50 on the 49th Dusk 124th year of Ascendancy at 12:50 Killed by Kojam the champion of Urh&039;Rok at level 50 on the 49th Dusk 124th year of Ascendancy at 19:11 |
Primary Stats
| Strength | 135 (base 60) |
| Dexterity | 24 (base 10) |
| Constitution | 150 (base 65) |
| Magic | 85 (base 61) |
| Willpower | 51 (base 9) |
| Cunning | 66 (base 35) |
Resources
| Life | 2465/2465 |
| Positive | 101/177 |
| Steam | 100/100 |
| Insanity | 0/100 |
| Healing Factor | 2.1162500000001 |
| Regeneration | 6.6661875000003 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +73.31788189224% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 14 |
| See Stealth | 40.861017415569 |
| See Invisible | 59.861017415569 |
Offense: Mainhand
| Damage | 245 |
| Accuracy | 65 |
| Crit Chance | 71% |
| APR | 62 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 41% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Darkness | +64% |
| Blight | +18% |
| Physical | +24% |
| Fire | +15% |
| All | +9% |
Offense: Damage Penetration
| Darkness | +20% |
| Fire | +10% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 140 (100%) |
| Defense | 62 |
| Ranged Defense | 64 |
| Fatigue | 16 |
| Physical Save | 95 |
| Spell Save | 71 |
| Mental Save | 69 |
Defense: Resistances
| Acid | 67%( 76%) |
| Blight | 67%( 76%) |
| Arcane | 45%( 76%) |
| Cold | 53%( 76%) |
| All | 28%( 76%) |
| Darkness | 58%( 76%) |
| Light | 45%( 76%) |
| Temporal | 39%( 76%) |
| Lightning | 65%( 76%) |
| Physical | 60%( 76%) |
| Fire | 65%( 76%) |
| Nature | 52%( 76%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 212% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 240% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 525 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.1 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 18. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Demented / Path of horror | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chaos Orbs |
| talent | Chant of Fortitude |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
Back and there again | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you learnt talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell) | done |
Escort: lost warrior (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called &039;, probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj&039;s new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
The Doom of the World! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Talent granted: +5 Rocket Boots Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +100% Teleport immunity: +0% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Unlightkin the dwarven lantern Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +6 Wil Changes resistances: +6% lightning Changes resistances penetration: +20% darkness Changes damage: +46% darkness / +15% lightning Critical mult.: +19.00% Light radius: -1 Infravision radius: +10 See invisible: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Emelerawen (8 def, 14 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +2.0% Physical power: +26 (+4 eff.) Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +11 Str / +6 Wil / +9 Con Changes resistances: +6% acid / +16% physical / +6% all Physical save: +32 (+6 eff.) Silence immunity: +0% Maximum life: +30.00 Light radius: +7 A cap made of leather. |
| Tool | Lightquill the voratun pickaxe (dig speed 22 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Fatigue: -9% Changes stats: +11 Str Changes resistances: +3% blight / +2% physical / +12% nature Spell save: +36 (+9 eff.) Disease immunity: +15% Teleport immunity: +10% Lowers spell cool-downs by: 10% Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +13 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +10 Str / +9 Con Changes resistances: +6% fire / +1% physical Changes resistances penetration: +10% fire Changes damage: +6% fire Mental save: +13 (+3 eff.) Confusion immunity: +43% Life regen: +1.70 Maximum life: +85.00 Healing mod.: +26% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn& |
| On fingers | voratun ring &039;Nuvena&Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +14 Armour: +20 Defense: +32 (+8 eff.) Changes stats: +10 Str / +2 Dex Changes resistances: +3% acid Critical mult.: +3.00% Physical save: +37 (+7 eff.) Stamina each turn: +0.60 Movement speed: +22% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
| Around waist | Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In main hand | Isilralle (42-58.8 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * flashes light on your target dealing 83 damage Damage (Melee): +19 mind When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Changes stats: +6 Cun / +6 Wil Changes resistances: +6% blight / +6% nature / +6% darkness Critical mult.: +35.00% Physical save: +10 (+2 eff.) Cut immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
| On hands | voratun gauntlets &039; (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 35 darkness / 16 arcane / 40 mind Damage when hit (Melee): 16 mind Changes stats: +8 Wil / +6 Mag Changes resistances: +8% arcane Talent granted: +5 Iron Grip Critical mult.: +15.00% Mental save: +0 (+0 eff.) Disarm immunity: +100% Psi when hit: +0.08 Maximum psi: +20.00 Spell crit. chance: +20% Mindpower: +14 (+5 eff.) Mental crit. chance: +20% See invisible: +9 When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +12 arcane Burst (radius 1) on hit: +12 mind It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Black Plate (25 def, 45 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +45 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +0 Str / +0 Dex / +0 Mag / +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Reduces incoming crit damage: 35.00% Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 14 power out of 15/15) : Effective talent level: 3.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
| Cloak | Chamoran (28 def, 17 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Armour: +17 Defense: +28 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun Changes resistances: +30% lightning / +6% fire / +9% light / +5% arcane Critical mult.: +29.00% Stealth bonus: +11 Physical save: +42 (+7 eff.) Spell save: +41 (+10 eff.) Mental save: +50 (+12 eff.) Stun/Freeze immunity: +50% Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | EarygarainInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: -7% Damage when hit (Melee): 12 blight Changes stats: +4 Str / +6 Dex / +2 Wil / +9 Cun / +19 Con Changes resistances: +15% blight Changes resistances cap: +6% all Physical save: +23 (+4 eff.) Life regen: +1.20 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 181% / cooldown 68%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 181% efficiency and cooldown mod of 68%. 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 214% / cooldown 61%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 214% efficiency and cooldown mod of 61%. 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.. |
medical injector implant of the titan (efficiency 263% / cooldown 90%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 263% efficiency and cooldown mod of 90%. 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 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 38 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 16)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.1 steam per turn. Can be activated for an instant burst of 80 steam. 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.. |
steam generator implant of the warrior (steam 14)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: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 23)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: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.9 steam per turn. Can be activated for an instant burst of 114 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 401)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 401 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 408)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 408 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 388)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 388 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+16 for 11 turns, die at -862)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -862 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+29 for 12 turns, die at -1307)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 12 turns. While Heroism is active, you will only die when reaching -1307 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+29 for 13 turns, die at -1271)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 13 turns. While Heroism is active, you will only die when reaching -1271 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+25 for 12 turns, die at -1126)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 12 turns. While Heroism is active, you will only die when reaching -1126 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (937% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 937% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 637 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 637 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 593 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 593 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
acid wave rune of the titan (464 acid damage; disarm 5 turns with power 80)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 464.34 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 80 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
acid wave rune of the wizard (242 acid damage; disarm 5 turns with power 61)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 241.98 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 61 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (291 acid damage; disarm 5 turns with power 61)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 291.03 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 61 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the titan (269 cold damage; freeze 3 turns with power 80)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 direct a cone of chilling stormwind doing 269.23 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 80 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
biting gale rune of the titan (257 cold damage; freeze 3 turns with power 80)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 direct a cone of chilling stormwind doing 257.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 80 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
controlled phase door rune of the psychic (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 17. 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 ability. |
controlled phase door rune of the wizard (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (188 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 188.37 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (467 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 466.90 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
lightning rune of the duelist (385 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 128.22 to 384.65 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 751 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 751 damage for 6 turns. 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 ability. |
shielding rune of the warrior (absorb 751 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 751 damage for 6 turns. 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 ability. |
shielding rune of the warrior (absorb 655 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 create a protective shield absorbing at most 655 damage for 5 turns. 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 ability. |
shielding rune of the wizard (absorb 717 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 create a protective shield absorbing at most 717 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Blazesteel the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10 arcane resource burn * 15% chance to daze at end of turn Changes resistances: +3% nature / +15% blight Life regen: +0.90 Amulets can have magical properties. |
ChargehungerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Damage when hit (Melee): 16 lightning Changes stats: +5 Str / +3 Dex / +2 Wil / +2 Con Changes resistances cap: +3% all Reduces incoming crit damage: 10.00% Physical save: +7 (+1 eff.) See invisible: +6 Amulets can have magical properties. |
FiremoonInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +8 Str / +10 Dex / +9 Wil / +7 Con Changes resistances: +38% temporal Changes damage: +9% darkness / +15% fire Spell save: +20 (+5 eff.) Pinning immunity: +34% Knockback immunity: +45% Amulets can have magical properties. |
Garkul&Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLAST039;s strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 342.81 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul& |
GlintshearPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Effects on melee hit: * 10% chance to disease Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 15% chance to blind Changes stats: +6 Mag Changes resistances: +15% blight Changes resistances penetration: +15% blight Changes damage: +8% acid / +15% light / +8% fire / +8% cold / +8% lightning / +15% darkness Critical mult.: +20.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Light radius: +3 Amulets can have magical properties. |
Gloomrupture of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Fatigue: -14% Effects when hit in melee: * 41% chance to disease * 50% chance to inflict 15% damage reduction Changes stats: +9 Dex / +3 Mag / +7 Wil / +8 Cun / +13 Con Changes damage: +8% physical Grants telepathy: Demon/Minor Demon/Major Life regen: +1.50 Stamina each turn: +1.10 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
GorendurInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +4 Con Changes resistances: +3% blight Changes damage: +9% blight Grants telepathy: Demon/Minor Demon/Major Physical save: +29 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +13 (+3 eff.) Cut immunity: +60% Life regen: +1.80 Maximum life: +56.00 Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 1.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 199 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Korofang the stralite amuletPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Str / +10 Mag / +5 Wil / +3 Con Changes resistances penetration: +15% physical Changes damage: +16% light / +16% temporal / +15% darkness / +16% physical Mental save: +12 (+3 eff.) Disease immunity: +10% Confusion immunity: +22% Stamina each turn: +0.60 Maximum stamina: +20.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Mindpower: +10 (+3 eff.) Healing mod.: +20% Amulets can have magical properties. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall& |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Wretchhue the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes stats: +10 Str Changes resistances: +6% nature Changes resistances penetration: +25% acid / +15% nature Changes damage: +9% acid / +15% darkness Amulets can have magical properties. |
YaryvonInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +15% acid / +9% temporal Talent mastery: +0.36 Demented / Beyond sanity Reduces incoming crit damage: 10.00% Physical save: +20 (+4 eff.) Spell save: +10 (+3 eff.) Blindness immunity: +35% Disarm immunity: +10% Life regen: +2.50 Maximum life: +73.00 Infravision radius: +10 Sight radius: +2 See invisible: +14 Amulets can have magical properties. |
gold amulet &039;Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Defense: +11 (+3 eff.) Changes stats: +7 Lck / +4 Cun Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Blindness immunity: +19% Infravision radius: +4 Sight radius: +2 See invisible: +6 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet &039;Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Str / +5 Mag / +2 Wil / +5 Con Changes resistances cap: +6% all Physical save: +43 (+8 eff.) Life regen: +3.00 Hate when firing a critical mind attack: +2.00 Maximum life: +70.00 Heals friendly targets nearby when you use a nature summon: +40 Amulets can have magical properties. |
voratun amulet &039;Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +9 Mag Changes resistances: +3% darkness Changes resistances penetration: +10% darkness / +25% temporal Changes damage: +7% acid / +11% blight / +19% fire / +7% lightning / +6% cold Critical mult.: +15.00% Spellpower: +17 (+4 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
voratun amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 16 blight Changes stats: +2 Str / +10 Dex / +2 Mag / +10 Cun / +10 Con Changes resistances: +9% blight / +30% light / +30% darkness / +30% mind Changes resistances penetration: +10% temporal Changes damage: +3% temporal Blindness immunity: +50% Confusion immunity: +44% Life regen: +1.50 Stamina each turn: +1.50 Light radius: +1 See invisible: +15 Movement speed: +10% Amulets can have magical properties. |
voratun amulet &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -2% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +8 Str / +13 Dex / +4 Mag / +9 Wil Changes resistances: +6% lightning / +3% fire Changes damage: +13% blight / +24% fire Grants telepathy: Dragon Critical mult.: +20.00% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +15 (+3 eff.) Amulets can have magical properties. |
wanderer&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +4 Cun / +3 Con Life regen: +0.70 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
BorumastaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +14 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 acid Changes stats: +1 Dex / +2 Cun / +16 Con Changes resistances: +9% cold / +12% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +20 (+4 eff.) Spell save: +15 (+4 eff.) Maximum stamina: +33.00 Mindpower: +4 (+1 eff.) Movement speed: +25% Heals friendly targets nearby when you use a nature summon: +20 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
Dagorion the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+4 eff.) Damage when hit (Melee): 16 acid Changes stats: +1 Cun Changes resistances: +38% light Changes resistances penetration: +10% arcane Changes damage: +6% acid / +19% light / +12% mind Mental save: +6 (+1 eff.) Life regen: +2.00 Equilibrium when hit: +0.12 Maximum life: +83.00 Maximum psi: +30.00 Movement speed: +24% Healing mod.: +23% Heals friendly targets nearby when you use a nature summon: +30 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
EclipsevalorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +15 (+4 eff.) Changes stats: +4 Wil Changes resistances: +15% darkness / +6% arcane Changes resistances penetration: +25% mind Changes damage: +6% mind Critical mult.: +20.00% Mental save: +9 (+2 eff.) Psi when hit: +0.12 Maximum hate: +10.00 Maximum psi: +50.00 Mental crit. chance: +5% Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 95.32 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren& |
Gloomvengeance of the BlightspawnInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +7 Wil / +30 Cun / -7 Con Changes resistances: +3% nature Changes resistances penetration: +25% nature Physical save: +18 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 Mindpower: +13 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 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 67%. Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
PolyretiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +16 Armour: +4 Defense: +17 (+4 eff.) Damage when hit (Melee): 8 acid Changes stats: +5 Cun / +8 Mag Changes resistances: +19% temporal Changes damage: +9% acid / +19% temporal Cut immunity: +15% Pinning immunity: +30% Only die when reaching: -40.00 life Spellpower: +15 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTANTIQUE_WHITE |
Salena the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +6% darkness / +12% temporal Physical save: +30 (+5 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +31% Knockback immunity: +15% Spell crit. chance: +4% Rings can have magical properties. |
ScabladyInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag / +3 Cun / +3 Con Changes resistances: +3% nature Physical save: +6 (+1 eff.) Light radius: +3 Infravision radius: +3 Rings can have magical properties. |
Stokerain the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +3 Str / +10 Dex Changes resistances: +12% fire Changes damage: +18% physical / +9% fire Critical mult.: +15.00% Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-6 eff.) Spell save: -30 (-7 eff.) Mental save: -30 (-8 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
gold ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +10 (+1 eff.) Armour: +6 Changes stats: +6 Cun / +6 Mag Changes resistances: +15% blight Changes damage: +6% mind Spellpower: +10 (+2 eff.) Mindpower: +4 (+1 eff.) Rings can have magical properties. |
gold ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +4 Changes stats: +2 Dex Changes resistances penetration: +25% acid / +10% physical Changes damage: +6% all Life regen: +0.40 Stamina each turn: +0.20 Maximum stamina: +5.00 Spellpower: +7 (+1 eff.) Mindpower: +14 (+5 eff.) Rings can have magical properties. |
gold ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +7 Cun Changes resistances: +9% acid / +15% light / +15% blight / +5% arcane / +9% darkness Changes resistances penetration: +20% fire Rings can have magical properties. |
marksman&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Mental save: +6 (+1 eff.) Confusion immunity: +22% Rings can have magical properties. |
steel ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 4 mind Changes stats: +6 Str / +5 Con Changes resistances: +17% temporal Changes resistances penetration: +10% temporal Changes damage: +6% mind / +11% temporal Maximum encumbrance: +20 Rings can have magical properties. |
stralite ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Wil Changes resistances: +6% blight Grants telepathy: All Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +44% Life regen: +3.20 Light radius: +1 Infravision radius: +1 Rings can have magical properties. |
titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+1 eff.) Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +8 Con Changes resistances: +6% arcane / +3% physical Changes damage: +18% mind Critical mult.: +12.00% Stun/Freeze immunity: +45% Life regen: +4.60 Maximum stamina: +15.00 Rings can have magical properties. |
voratun ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Effects on melee hit: * Slows global speed by 37% Damage when hit (Melee): 24 lightning Changes stats: +10 Cun Changes resistances: +9% cold / +9% light / +6% arcane Changes resistances penetration: +31% lightning Rings can have magical properties. |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 60% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe&LASTLIGHT_GREENLASTLIGHT_GREEN blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Critical mult.: +0.00% Maximum vim: +25.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 18 power out of 20/20) : Effective talent level: 4.0 Power cost: 18 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 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik&039;s soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let& |
Growmaim the voratun mace (45-63 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +25 cold When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str Changes resistances penetration: +17% acid / +16% fire / +14% lightning / +17% cold Changes damage: +12% temporal / +15% physical Grants telepathy: Dragon Stamina when hit: +2.20 Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Blunt and deadly. |
voratun mace &039; (43.5-60.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 18% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +32 Physical crit. chance: +2.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances penetration: +28% physical Changes damage: +15% physical Mental save: +20 (+5 eff.) Stamina each turn: +0.60 Mindpower: +8 (+3 eff.) Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher&YELLOWLASTANTIQUE_WHITE{italic} |
Melar the Blazetitan (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +22.0% Physical power: +13 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Mag / +2 Wil / +1 Cun / +6 Con Changes damage: +6% light / +25% temporal Talent granted: +1 Command Staff Critical mult.: +31.00% Life regen: +1.70 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +30 (+7 eff.) Spell crit. chance: +8% Mindpower: +4 (+1 eff.) Healing mod.: +24% Staves designed for wielders of magic, by the greats of the art. |
voratun steamgun &039;Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +19 mind / +32 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +14.0% Changes stats: +7 Cun / +7 Wil Changes resistances: +6% blight / +8% all Changes resistances penetration: +14% nature / +5% blight Changes damage: +19% mind Grants telepathy: Dragon Maximum psi: +10.00 Mindpower: +21 (+7 eff.) Heals friendly targets nearby when you use a nature summon: +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
EmelattaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +16 (+2 eff.) Armour: +4 Critical mult.: +9.00% Spell save: +8 (+2 eff.) Life regen: +1.80 Maximum life: +30.00 Maximum stamina: +10.00 Healing mod.: +19% Size category: +1 A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Kindletyphoon the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 mind Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun Changes resistances: +6% mind / +13% fire / +9% light / +15% cold Changes damage: +3% light Reduced damage from: +39% Summoned Physical save: +18 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +17 (+4 eff.) Light radius: +3 A belt that goes around your waist. |
Mayurita the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +2 Cun / +10 Con Spell save: +6 (+2 eff.) Light radius: +1 Size category: +1 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Baregobar (3 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Changes stats: +5 Str / +3 Con Changes resistances: +0% lightning / +9% temporal / +25% darkness / +26% cold Changes resistances penetration: +16% darkness Changes damage: +25% darkness / +30% temporal Stealth bonus: +19 Physical save: +12 (+2 eff.) Stun/Freeze immunity: +0% Maximum life: +98.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Shadowhunt (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +14 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes stats: +6 Str / +6 Dex / +6 Con Changes resistances: +10% acid / +6% temporal / +10% cold / +7% fire / +5% arcane / +10% lightning Changes resistances penetration: +5% fire Changes damage: +18% darkness / +3% arcane Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +11 Spell save: -30 (-7 eff.) Stamina each turn: +0.90 Mana each turn: -0.54 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 44 power out of 50/50) : Effective talent level: 1.0 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you&039;ll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you&ANTIQUE_WHITE |
Toxinclash (30 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +30 (+8 eff.) Changes resistances: +24% nature / +17% blight Grants telepathy: Dragon Critical mult.: +15.00% Physical save: +37 (+7 eff.) Spell save: +24 (+6 eff.) Mental save: +28 (+7 eff.) Life regen: +2.80 Maximum psi: +20.00 Healing mod.: +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak&Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 44 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak &039; (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 36% chance to blind Changes stats: +5 Cun / +6 Wil Changes resistances: +10% acid / +25% darkness / +9% fire / +10% lightning / +10% cold Changes resistances penetration: +20% darkness / +10% blight Changes damage: +20% darkness Stealth bonus: +21 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +12 (+3 eff.) Mental crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belyra the Brighthue (25 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+6 eff.) Fatigue: +5% Effects on melee hit: * 36% chance to blind * 36% chance to daze at end of turn Changes stats: +6 Mag Changes resistances: +12% lightning / +14% temporal Changes damage: +18% light / +9% lightning Spell save: +6 (+2 eff.) Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 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 25% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn&039;ve clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Wanderer&Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots &039; (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +5 Con Changes resistances: +13% lightning / +13% temporal / +12% mind Physical save: +25 (+5 eff.) Mental save: +17 (+4 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +7% Movement speed: +20% A pair of boots made of leather. |
Daimedor the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 21% chance to cause random gloom Damage (Melee): 40 mind / 40 darkness Changes stats: +5 Str / +5 Wil / +8 Con Talent mastery: +0.20 Technique / Grappling Physical save: +30 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +100% Mana each turn: +0.12 Mana when firing critical spell: +4.00 Spellpower: +4 (+1 eff.) Mindpower: +14 (+5 eff.) When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Disarm (10% chance level 5). Damage Shield penetration (this weapon only): +20% Damage (Melee): +29 physical Burst (radius 1) on hit: +12 blight Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Morningfear the hardened leather gloves (0 def, 13 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +13 Armour Hardiness: +7% Effects on melee hit: * 30% chance to blind Damage (Melee): 7 darkness Damage when hit (Melee): 4 mind Changes stats: +10 Con Changes resistances: +9% darkness / +7% physical Changes damage: +6% darkness / +3% mind Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * 11% chance to inflict 15% damage reduction * 40% chance to blind Damage (Melee): +4 mind / +4 light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ravenquarry the voratun gauntlets (0 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 (+5 eff.) Armour: +13 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Dex Changes resistances penetration: +15% acid / +10% darkness Mental save: +25 (+6 eff.) Maximum life: +147.00 When used to modify unarmed attacks: Base power: 46.5 - 65.1 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +29 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Battle Shout (20% chance level 5). Damage (Melee): +16 darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Scabrace the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +20 (+3 eff.) Armour: +3 Damage (Melee): 18 arcane Changes stats: +6 Str / +14 Mag / +10 Wil Changes resistances: +9% arcane / +9% light Critical mult.: +15.00% Spell save: +20 (+5 eff.) Disarm immunity: +0% Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +14% Mental crit. chance: +16% When used to modify unarmed attacks: Base power: 43.0 - 47.3 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * Slows global speed by 40% Damage Shield penetration (this weapon only): +40% Damage (Melee): +16 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Vorerin the Murkmaim (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 22% chance to cause random gloom * Slows global speed by 30% * 15% chance to inflict 15% damage reduction Damage (Melee): 11 blight / 40 darkness / 34 mind Changes resistances: +10% blight Changes damage: +7% blight / +6% nature Mental save: +2 (+0 eff.) Maximum life: +80.00 Mindpower: +9 (+3 eff.) When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 1) on hit: +24 darkness Burst (radius 2) on crit: +15 blight It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul&Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Dex, 40% Cun, 60% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 22 power out of 25/25) : Effective talent level: 3.6 Power cost: 22 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 156% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul& |
drakeskin leather gloves &039; (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 9 acid / 10 lightning / 10 cold / 15 mind / 10 fire Damage when hit (Melee): 8 light Changes stats: +5 Str / +4 Mag / +10 Wil / +5 Con Changes resistances: +10% mind Changes resistances penetration: +15% lightning / +10% light / +15% mind Changes damage: +14% mind Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). On weapon hit: * 49% chance to blind Damage (Melee): +19 ice / +25 acid / +29 fire / +29 lightning Burst (radius 2) on crit: +15 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves &039; (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +12 Physical power: +13 (+2 eff.) Armour: +3 Changes stats: +4 Str / +11 Dex / +6 Cun Changes resistances: +3% acid / +5% arcane / +6% blight When used to modify unarmed attacks: Base power: 31.0 - 34.1 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +19 Armour Penetration: +11 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * Slows global speed by 40% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+3 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 75.72 fire and 81.64 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Emyra (0 def, 5 armour)Requires: - Talent 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% Damage when hit (Melee): 9 physical Changes stats: +8 Str / +4 Dex / +4 Wil / +4 Cun / +3 Con Changes resistances: +15% lightning / +13% temporal / -29% light / +3% mind Changes resistances penetration: +15% mind Life regen: +7.80 Mindpower: +2 (+1 eff.) Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+3 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 88 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Mayidhewyn the cashmere wizard hat (2 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +3 Str / +8 Mag / +4 Con Changes resistances: +7% darkness / +8% physical Changes resistances penetration: +10% physical Changes damage: +9% physical / +11% arcane / +13% darkness Critical mult.: +6.00% Spell save: +7 (+2 eff.) Stamina each turn: +0.40 Maximum hate: +10.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Nimbus of Enlightenment (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-7 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Pitchvagrant of the Blightspawn (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects when hit in melee: * 42% chance to disease * 32% chance to inflict 15% damage reduction Changes stats: +7 Str / +6 Dex / +4 Wil / +4 Cun Changes resistances: +13% blight / +9% mind / +9% light / +9% darkness Changes resistances penetration: +10% light Spell save: +11 (+3 eff.) Mental save: +11 (+2 eff.) Mindpower: +6 (+2 eff.) Light radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A hat made of leather. Very stylish. |
Ravenstrike the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: -22% light / +14% cold Changes resistances penetration: +10% darkness Changes damage: +18% darkness Allows you to breathe in: water Silence immunity: +0% Life regen: +3.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Silence immunity: +0% Light radius: +0 A Helmet. But with steam power! |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There&039;s not true of body heat, but strangely, is actually true of steam. |
Toryldil the elven-silk wizard hat (6 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +6 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +10 Mag / +10 Cun / +10 Con Changes resistances: +9% cold / +19% physical / +3% light / +17% darkness Changes damage: +20% physical / +19% darkness / +20% arcane Reduces incoming crit damage: 10.00% Mental save: +15 (+3 eff.) Poison immunity: +15% Life regen: +0.80 Maximum hate: +13.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather cap &039; (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind Changes resistances: +14% blight / +10% darkness / +28% mind Critical mult.: +10.00% Physical save: +25 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +44 (+11 eff.) Confusion immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +60 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
drakeskin leather hat &039; (0 def, 11 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Armour: +11 Fatigue: +5% Changes stats: +5 Dex / +2 Con Changes resistances: +15% mind / +6% acid Mental save: +23 (+5 eff.) Silence immunity: +0% Confusion immunity: +45% Life regen: +0.40 Maximum stamina: +10.00 Healing mod.: +15% A hat made of leather. Very stylish. |
hardened leather cap &039; (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +3 Fatigue: +3% Changes resistances: +8% fire / +10% cold Changes resistances penetration: +15% physical Physical save: +20 (+4 eff.) Life regen: +0.60 Only die when reaching: -60.00 life Maximum stamina: +15.00 Healing mod.: +25% A cap made of leather. |
leafwalker&Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +11% nature Spell save: +5 (+1 eff.) Maximum life: +69.00 Healing mod.: +17% A cap made of leather. |
voratun helm &039; (7 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +4 Dex / +1 Wil / +7 Cun / +3 Con Changes resistances: +6% all Changes resistances penetration: +5% acid Changes damage: +3% acid Grants telepathy: Dragon Physical save: +25 (+5 eff.) Mental save: +14 (+3 eff.) Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Monolith Armour (40 def, 50 armour)Requires: - Constitution 150 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+10 eff.) Fatigue: +70% Changes stats: +15 Str / +0 Dex / +25 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +10% all Physical save: +35 (+6 eff.) Spell save: +35 (+9 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+6 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This &039; seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. This item has been sent to the Item& |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 88 power out of 100/100. The very essence of bearness! |
quiver of dragonbone arrows &039; (21/21, 64.5-90.3 power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +21.0% Capacity: 21 On weapon hit: * 54% chance to cause random gloom * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +30 gravity / +8 fire / +4 mind Burst (radius 1) on hit: +8 blight / +35 fire / +4 mind Burst (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
3617 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. |
9 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. |
9 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. |
10 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 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arthimas (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +21 Physical crit. chance: +13.0% Changes stats: +20 Str / +8 Wil Changes damage: +12% arcane Spell save: +3 (+1 eff.) Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +1% Mental crit. chance: +13% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Arussra (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +6 Changes stats: +11 Str / +10 Wil / +6 Con Changes resistances: +18% light / +9% mind Changes damage: +12% blight Critical mult.: +20.00% Psi when hit: +0.08 Maximum hate: +8.00 Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silykira the voratun pickaxe (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Changes stats: +3 Str Changes resistances: +24% nature / +6% temporal Changes damage: +10% nature Blindness immunity: +30% Disease immunity: +25% Disarm immunity: +40% Confusion immunity: +40% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
13 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
StimulusPowered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +5 Cun Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack, costing 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as &039; and &039; |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 88 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Olyyarak the CleansewalkerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +3 Dex / +3 Cun Maximum life: +42.00 Light radius: +2 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (108 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Sunqueller the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Con / +7 Wil Changes damage: +6% fire / +15% mind / +9% arcane Physical save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Maximum life: +40.00 Light radius: +4 See stealth: +24 See invisible: +20 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +15 Infravision radius: +0 See invisible: +0 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 368.88 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Xerenne the alchemist&Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 18 fire Changes stats: +5 Mag / +6 Wil / +8 Cun Changes resistances: +7% fire Changes resistances penetration: +10% mind Spellpower: +10 (+2 eff.) Mental crit. chance: +4% Light radius: -5 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Xerilerissra the dwarven lanternPowered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 18 fire Changes stats: +2 Con / +4 Mag Changes resistances: +3% blight / +7% fire / +9% light / +4% physical Changes damage: +11% darkness Damage affinity(heal): +5% darkness Disease immunity: +10% Silence immunity: +5% Spellpower: +17 (+4 eff.) Light radius: +6 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 269.56 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist&039;Hellbliss&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +9 Cun / +2 Str Changes damage: +15% fire Reduces incoming crit damage: 10.00% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern &039;Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +4 Effects on melee hit: * Slows global speed by 37% Changes stats: +7 Wil Changes resistances: +3% nature / +3% all Critical mult.: +20.00% Physical save: +12 (+2 eff.) Spell save: +15 (+4 eff.) Mental save: +12 (+3 eff.) Disease immunity: +20% Maximum life: +70.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% blight Life regen: +6.20 Maximum life: +49.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 184.55 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 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. |
28 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. |
11 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. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 540.50 fire damage (based on Magic), costing 44 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 178 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 588.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 22 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 44] amazing fiery salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (44% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
amazing frost salve [power 44] amazing frost salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (44% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
amazing pain suppressor salve [power 549] amazing pain suppressor salve [power 549]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -549 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing unstoppable force salve [power 174] amazing unstoppable force salve [power 174]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 174 and healing factor by half, putting Talent Medical Injector on cooldown for 16 turns. Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 212% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (44% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
great pain suppressor salve [power 471] great pain suppressor salve [power 471]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 212% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -471 life and reduces all damage by 21% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
potent healing salve [power 366] potent healing salve [power 366]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 212% efficiency and 51% cooldown modifier. It can be used to heal 366, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful fiery salve [power 33] powerful fiery salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 212% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (33% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful frost salve [power 33] powerful frost salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 212% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (33% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful water salve [power 33] powerful water salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 212% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (33% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 22 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. |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Silence immunity: +50% Returns 5 air each turn. 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 Attach on item worn on slot &ORANGELAST039; 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! |
great air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type &ORANGELAST039; Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type &ORANGELAST039; Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Accuracy: +16 (+4 eff.) Light radius: +6 Tinkers can be attached to normal items to improve them with steam power! |
perfect fireproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes resistances: +25% light / +25% fire Tinkers can be attached to normal items to improve them with steam power! |
perfect waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes resistances: +25% nature / +25% cold Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Armour: +16 Fatigue: +1% Damage when hit (Melee): 40 physical Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type &ORANGELAST039; When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
Belalin the Rottyphoon [power 4] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% lightning / +6% temporal / +5% arcane Maximum wards: +2 physical / +5 mind / +5 darkness Changes resistances penetration: +10% nature Changes damage: +3% acid Talent cooldown: Silence (-2 turns) Talents granted: +1 Ward +10 Silence Spell save: +15 (+4 eff.) It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Fulidil [power 5] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +4 Str / +3 Wil Changes resistances penetration: +10% mind Grants telepathy: Humanoid/Orc Talent cooldown: Silence (-2 turns) Talent granted: +10 Silence Infravision radius: +3 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Vorewyn the dwarven-steel torque of mindblast [power 189] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +3 Str / +8 Con Life regen: +0.60 It can be used to fire a blast of psionic energies in a range 8 beam dealing 103.01 to 206.01 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
7 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. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 201.65 temporal and 303.30 darkness damage (based on Magic), costing 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
12 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. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 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. |
7 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. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Writhing None the Ghoul Writhing One level 34
2nd Wintertide 123rd year of Ascendancy at 04:31 see stats
A different point of view (Insane (Adventure) difficulty)
28th Haze 122nd year of Ascendancy at 17:04 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Writhing None the Ghoul Writhing One level 34
10th Decay 122nd year of Ascendancy at 14:16 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Writhing None the Ghoul Writhing One level 50
61st Haze 123rd year of Ascendancy at 12:45 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Writhing None the Ghoul Writhing One level 41
47th Pyre 123rd year of Ascendancy at 12:59 see stats
Back and there again (Insane (Adventure) difficulty)
37th Dusk 123rd year of Ascendancy at 02:21 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Writhing None the Ghoul Writhing One level 40
42nd Pyre 123rd year of Ascendancy at 14:08 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Writhing None the Ghoul Writhing One level 38
20th Pyre 123rd year of Ascendancy at 23:30 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Writhing None the Ghoul Writhing One level 50
62nd Regrowth 124th year of Ascendancy at 10:29 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Writhing None the Ghoul Writhing One level 8
13rd Dusk 122nd year of Ascendancy at 01:38 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Writhing None the Ghoul Writhing One level 39
22nd Pyre 123rd year of Ascendancy at 06:04 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Writhing None the Ghoul Writhing One level 37
80th Regrowth 123rd year of Ascendancy at 07:16 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Writhing None the Ghoul Writhing One level 32
6th Decay 122nd year of Ascendancy at 14:59 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Writhing None the Ghoul Writhing One level 50
50th Dusk 124th year of Ascendancy at 07:21 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Writhing None the Ghoul Writhing One level 21
18th Haze 122nd year of Ascendancy at 15:35 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Writhing None the Ghoul Writhing One level 50
4th Flare 124th year of Ascendancy at 05:22 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Writhing None the Ghoul Writhing One level 50
40th Pyre 124th year of Ascendancy at 10:48 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Writhing None the Ghoul Writhing One level 50
68th Haze 123rd year of Ascendancy at 02:37 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Writhing None the Ghoul Writhing One level 38
18th Pyre 123rd year of Ascendancy at 17:41 see stats
Home sweet home (Insane (Adventure) difficulty)
28th Haze 122nd year of Ascendancy at 16:35 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Writhing None the Ghoul Writhing One level 42
47th Pyre 123rd year of Ascendancy at 21:30 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Writhing None the Ghoul Writhing One level 35
9th Regrowth 123rd year of Ascendancy at 15:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Writhing None the Ghoul Writhing One level 10
23rd Dusk 122nd year of Ascendancy at 18:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Writhing None the Ghoul Writhing One level 20
13rd Haze 122nd year of Ascendancy at 23:31 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Writhing None the Ghoul Writhing One level 30
59th Haze 122nd year of Ascendancy at 07:05 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Writhing None the Ghoul Writhing One level 40
39th Pyre 123rd year of Ascendancy at 08:48 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Writhing None the Ghoul Writhing One level 50
3rd Haze 123rd year of Ascendancy at 06:33 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Writhing None the Ghoul Writhing One level 26
28th Haze 122nd year of Ascendancy at 17:04 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Writhing None the Ghoul Writhing One level 50
53rd Haze 123rd year of Ascendancy at 00:56 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Writhing None the Ghoul Writhing One level 17
79th Dusk 122nd year of Ascendancy at 01:13 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Writhing None the Ghoul Writhing One level 50
43rd Haze 123rd year of Ascendancy at 01:25 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
59th Haze 122nd year of Ascendancy at 07:05 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Writhing None the Ghoul Writhing One level 31
3rd Decay 122nd year of Ascendancy at 01:22 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Writhing None the Ghoul Writhing One level 25
27th Haze 122nd year of Ascendancy at 17:40 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Writhing None the Ghoul Writhing One level 39
39th Pyre 123rd year of Ascendancy at 06:53 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Writhing None the Ghoul Writhing One level 50
50th Dusk 124th year of Ascendancy at 07:19 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Writhing None the Ghoul Writhing One level 26
28th Haze 122nd year of Ascendancy at 17:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Writhing None the Ghoul Writhing One level 6
4th Dusk 122nd year of Ascendancy at 21:21 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Writhing None the Ghoul Writhing One level 26
28th Haze 122nd year of Ascendancy at 17:04 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Writhing None the Ghoul Writhing One level 50
69th Haze 123rd year of Ascendancy at 08:58 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Writhing None the Ghoul Writhing One level 17
8th Haze 122nd year of Ascendancy at 10:46 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Writhing None the Ghoul Writhing One level 29
57th Haze 122nd year of Ascendancy at 12:40 see stats
There and back again (Insane (Adventure) difficulty)
72nd Pyre 123rd year of Ascendancy at 20:05 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Writhing None the Ghoul Writhing One level 20
17th Haze 122nd year of Ascendancy at 23:25 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Writhing None the Ghoul Writhing One level 15
58th Dusk 122nd year of Ascendancy at 16:04 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Writhing None the Ghoul Writhing One level 33
9th Decay 122nd year of Ascendancy at 18:35 see stats
Log
Worm that walks (servant of Writhing None) deactivates Ruin.
Worm that walks (servant of Writhing None) deactivates Chant of Fortress.
Worm that walks (servant of Writhing None) deactivates Worm that Walks Link.
Worm that walks (servant of Writhing None) deactivates Infestation.
Writhing None deactivates Chant of Fortitude.
Writhing None deactivates Chaos Orbs.




























































































































































































