
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Shrug Off Critical Hits 1.6.0As of 1.6.7, this addon is unnecessary Unifies Crit-Shrug-Off into one predictable stat. Currently, several talents say "all direct critical hits (physical, mental, spells) against you have a X% lower critical multiplier (but always do at least normal damage)". This was a lie. What these talents actually do is give you a X% chance to remove extra critical damage. In this addon, Crit Shrug Off reduces the critical multiplier on incoming damage. Since everyone has some Crit Shrug Off from dexterity, this makes critical hits weaker, but more reliable. Furthermore, there were 2 related statistics, Crit Reduction and Crit Shrug Off. This addon replaces all sources of Crit Reduction with Crit Shrug off. Technical Details Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Ashes of Urh'Rok 1.6.0Official 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:
Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Adventuring Technomancy 1.6.1 Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Class: Astromancer 1.6.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Raider 1.5.10Adds the Raider sub-class, a versatile mid-range fighter who wields a sword in one hand and a steam gun in another. Disperse clouds of gunpowder and detonate them in brutal chain reactions, or lay low your foes with shotgun blasts. High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Talents Work With Any Weapon 1.5.5Berserker punching orcs to death? Temporal Warden using guns? Why is this Sawbutcher using Mindstars? This mod removes some restrictions to let almost every talent work with almost any weapon. This mod is currently under development, so beware of potential problems and please report any bugs or errors here or preferably in the discussion thread. Suggestions are also welcome. More details and technical info can be found in the thread. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.6.0Official 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:
Primal Chosen Class 1.4.0Adds the Primal Chosen class, a celestial brawler that wields temporal and darkness damage, before slowly discovering a talent for chronomancy. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.6.0Donators/Buyers bonus! Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. FlexSpec Respec Limitation Relaxer 1.5.5Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.6.0Official Expansion!Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | KrukYeek |
| Class | Adventurer (Technomancer) |
| Level / Exp | 97 / 33% |
| Size | small |
| Lifes / Deaths | Killed by Yeti Patriarch at level 12 on the 18th Retaking 124th year of Ascendancy at 17:13 3 / 4Killed by Sawain, the Yeeky General at level 15 on the 24th Retaking 124th year of Ascendancy at 10:07 Killed by orc necromancer at level 23 on the 38th Retaking 124th year of Ascendancy at 19:49 Killed by Isirenor the wolf at level 42 on the 7th Revenge 124th year of Ascendancy at 02:57 |
Primary Stats
| Strength | 251 (base 100) |
| Dexterity | 153 (base 57) |
| Constitution | 78 (base 12) |
| Magic | 154 (base 100) |
| Willpower | 170 (base 100) |
| Cunning | 164 (base 100) |
Resources
| Steam | 90/90 |
| Mana | 859/859 |
| Negative | 298/298 |
| Psi | 968/968 |
| Life | 2497/2497 |
| Positive | 318/318 |
| Stamina | 733/733 |
| Paradox | 320 |
| Healing Factor | 1.4612903225807 |
| Regeneration | 16.439516129033 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +253.23233566565% |
Vision
| Sight | 10 |
| Lite | 15 |
| See Stealth | 67.88572035619 |
| See Invisible | 90.88572035619 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 628 |
| Accuracy | 101 |
| Crit Chance | 128% |
| APR | 37 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 343 |
| Accuracy | 101 |
| Crit Chance | 128% |
| APR | 37 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 130 |
| Crit Chance | 98% |
| Speed | 1 |
Offense: Mind
| Mindpower | 116 |
| Crit Chance | 70% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Blight | +28% |
| Arcane | +40% |
| Mind | +40% |
| All | +10% |
| Darkness | +36% |
| Light | +101% |
| Temporal | +43% |
| Physical | +28% |
| Fire | +135% |
| Cold | +36% |
Offense: Damage Penetration
| Acid | +30% |
| Blight | +10% |
| Arcane | +10% |
| Cold | +15% |
| All | +0% |
| Lightning | +15% |
| Mind | +10% |
| Fire | +130% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 110.28571428571 (100%) |
| Defense | 94 |
| Ranged Defense | 94 |
| Fatigue | 10.827586206897 |
| Physical Save | 113.6 |
| Spell Save | 118.4 |
| Mental Save | 118 |
Defense: Resistances
| Acid | 70%( 70%) |
| Blight | 70%( 70%) |
| Arcane | 70%( 70%) |
| Mind | 70%( 70%) |
| All | 59%( 70%) |
| Physical | 70%( 70%) |
| Lightning | 70%( 70%) |
| Light | 70%( 70%) |
| Temporal | 69%( 70%) |
| Cold | 70%( 70%) |
| Darkness | 70%( 70%) |
| Fire | 70%( 70%) |
| Nature | 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Confusion Resistance | 100% |
| Teleport Resistance | 29% |
| Silence Resistance | 85% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 2148 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 539 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 27% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1039 life over 5 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 20.6 steam per turn. Can be activated for an instant burst of 103 steam. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Cursed / Predator | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Witch Brews | 1.00 |
| 9/5 |
| 1/5 |
| 9/5 |
| 0/5 |
| Steamtech / Butchery | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 9/5 |
| 5/5 |
| 9/5 |
| 9/5 |
| Chronomancy / Living paradox | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 9/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 6/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 9/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Occult technomancy | 1.30 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Blazebrand | 1.00 |
| 5/5 |
| 3/5 |
| 9/5 |
| 8/5 |
| Spell / Fire | 1.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.00 |
| 1/5 |
| 1/5 |
| 9/5 |
| 5/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 9/5 |
Generic Talents
| Celestial / Hymns | 1.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 7/5 |
| 1/5 |
| 9/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Rolling deck | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Race / Yeek | 2.00 |
| 1/5 |
| 9/5 |
| 9/5 |
| 0/5 |
| Celestial / Paeans | 1.00 |
| 9/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Force | 1.00 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Mana alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 6/5 |
| 2/5 |
| 6/5 |
| 0/5 |
| Spell / Restoration | 1.00 |
| 1/5 |
| 1/5 |
| 9/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 9/5 |
| 9/5 |
| 0/5 |
| Technique / Arcane veteran | 1.00 |
| 6/5 |
| 1/5 |
| 8/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 9/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Steamtech / Physics | 1.00 |
| 11/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Shield |
| talent | Tempest of Metal |
| talent | Arcane Combat |
| talent | Fire Stance |
| talent | Arcane Armor |
| talent | Arcane Shield |
| talent | Elemental Stance |
| talent | Aura of Fire |
| talent | Shielding |
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Mana Focus |
| talent | Wildfire |
| talent | Beyond the Flesh |
| talent | Arcane Stamina |
| talent | Paradox Armour |
| talent | Vintage of Violence |
| talent | Chant of Resistance |
| talent | Augmentation |
| talent | Metaphasic Spin |
| talent | Shielding |
| talent | Paean of Volcanic Fire |
| talent | Spellsword Combat |
| talent | Burning Wake |
| talent | Reality Smearing |
| talent | Overheat Saws |
| talent | Essence of Speed |
| talent | Gloom |
| talent | Hymn of Detection |
| talent | Elemental Destruction |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+49% global speed). Clarity |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall&{italic}{normal}LIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN039;Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
The Grumpy Shopowner | active |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | Snowenvy the voratun steamsaw (41.5-62.25 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 41.5 - 62.3 Uses stats: 159% Wil, 50% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 On weapon hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Damage (Melee): +12 cold Attacks use: 1.0 Steam Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 27 fire / 2 temporal Changes stats: +6 Str / +13 Mag / +11 Cun Changes resistances: +3% temporal / +17% fire / +19% light / +20% darkness Changes damage: +3% temporal / +19% light / +18% blight / +6% arcane / +20% darkness Talent granted: +3 Block Mana when firing critical spell: +3.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| On hands | stone warden&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +22 Armour Hardiness: +9% Changes stats: +13 Con Changes resistances: +12% physical Talent granted: +1 Sand Shredder Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 38.0 - 41.8 Uses stats: 87% Wil, 50% Mag, 87% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 4). When this weapon crits: Cripple (20% chance level 4). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | dwarven lantern &039;Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 43% Changes stats: +7 Wil / +6 Con Changes resistances: +15% blight / +9% darkness / +18% nature Changes damage: +6% darkness / +3% cold Critical mult.: +19.00% Blindness immunity: +50% Confusion immunity: +26% Life regen: +11.00 Light radius: +11 See stealth: +25 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm &039; (12 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +13 Str / +12 Dex / +4 Mag / +3 Wil / +10 Cun / +2 Con Changes resistances: +15% blight Changes resistances penetration: +15% fire Reduces incoming crit damage: 20.95% Mental save: +14 (+2 eff.) Light radius: +1 See invisible: +6 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
| On feet | pair of dwarven-steel boots &039; (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Wil / +5 Cun / +4 Con Critical mult.: +25.61% Physical save: +9 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Psi when hit: +0.40 Mindpower: +25 (+4 eff.) Mental crit. chance: +6% See invisible: +18 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Tool | Nerybrewyn (dig speed 6 turns)Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 29% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +6 Mag Changes resistances penetration: +10% mind / +30% acid Changes damage: +9% acid / +30% fire / +30% mind / +18% temporal Mental save: +25 (+4 eff.) Maximum mana: +38.00 Spell crit. chance: +10% When carried: Talent granted: +1 Dig 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: Physical power: +13 (+1 eff.) Armour: +18 Effects on melee hit: * 18% chance to reduce all saves and defense by 54 * 29% chance to reduce damage dealt by 43% Damage (Melee): 25 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 54 Damage (Ranged): 22 physical Changes stats: +17 Str / +8 Mag / +6 Wil / +7 Cun / +9 Con Changes damage: +6% arcane Reduces incoming crit damage: 20.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 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 Activation puts all charms on cooldown for 1 turns. "This isn& |
| On fingers | Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around neck | PorawenInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Physical power: +25 (+2 eff.) Effects on melee hit: * 29% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 14 temporal Changes stats: +14 Con / +5 Wil Critical mult.: +25.00% Mental save: +13 (+2 eff.) Confusion immunity: +22% Teleport immunity: +29% Mindpower: +13 (+2 eff.) Amulets can have magical properties. |
| In main hand | Blindspawn (41-61.5 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stats: 159% Wil, 50% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +90 On weapon hit: * 30% chance to reduce damage dealt by 43% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +24 light Attacks use: 1.0 Steam Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce damage dealt by 43% Changes resistances: +30% fire / +9% light / +18% temporal Changes damage: +6% light / +18% arcane Talent granted: +3 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (549) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield&ANTIQUE_WHITE |
| Around waist | drakeskin leather belt &039;Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +15 Defense: +15 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 57% * 33% chance to reduce all saves and defense by 54 Changes stats: +11 Mag / +11 Wil Changes resistances: +21% acid Changes resistances penetration: +10% blight / +10% arcane Changes damage: +3% acid Critical mult.: +15.00% Physical save: +24 (+2 eff.) Mana each turn: +0.08 Spell crit. chance: +7% Damage Shield penetration: +10% A belt that goes around your waist. |
| In off hand | Erylach (39-58.5 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 159% Wil, 50% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +112 Damage (Melee): +8 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +9 Wil Changes resistances: +11% acid / +17% physical / +10% lightning / +10% fire / +20% blight / +11% cold / +12% nature / +3% temporal Changes damage: +12% temporal Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Layutha the Flowernoon (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Effects on melee hit: * 26% chance to slow global speed by 85% * 20 arcane resource burn Changes stats: +12 Str / +10 Con Changes resistances: +3% fire / +9% light / +9% darkness Changes resistances penetration: +10% nature Changes damage: +9% light Critical mult.: +27.00% Stealth bonus: +15 Physical save: +30 (+2 eff.) Spell save: +6 (+0 eff.) Maximum life: +216.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | tormentor&Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Cun Changes resistances: +18% acid / +17% physical / +18% fire / +19% cold / +15% all Changes damage: +14% acid / +5% physical / +18% fire / +23% cold Talent cooldown: Refit Golem (-5 turns) Talent granted: +5 Arcane Dynamo Critical mult.: +18.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the sneak (efficiency 241% / cooldown 55%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 241% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 170% / cooldown 68%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 170% efficiency and cooldown mod of 68%. 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 warrior (efficiency 270% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 270% efficiency and cooldown mod of 87%. 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.. |
medical injector implant of the warrior (efficiency 256% / cooldown 68%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 256% efficiency and cooldown mod of 68%. 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 sneak (steam 19)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: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.8 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 21)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: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.1 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.7 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 377; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 377 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -794; dur 7; cd 35)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -794 life. The duration and life will increase by 1% for every 1% life you have lost (currently 794 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 1074%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1074% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 1232%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1232% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
regeneration infusion of the warrior (heal 940; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 940 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 nature talent. Press to compare to your current inscriptions |
enchantment rune of the wizard (+43 for 9 turns)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: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 43 and adds 60 arcane damage to all your hits. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, blight, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 5 light, 3 blight, 3 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 842; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 842 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 2129; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 2129 damage for 3 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 spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 1864; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 1864 damage for 3 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 spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 1596; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 1596 damage for 3 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 spell talent. Press to compare to your current inscriptions |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
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: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
archmage&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +16 Mag Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Earokan the PrismpulverizerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 54 Damage (Melee): 23 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 54 Damage (Ranged): 16 physical Changes stats: +7 Cun / +8 Mag Changes resistances: +21% light / +15% acid Changes resistances penetration: +15% arcane Mental save: +18 (+3 eff.) Confusion immunity: +24% Stun/Freeze immunity: +24% Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Healing mod.: +24% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
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 (+1 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. |
conjurer&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+2 eff.) Changes stats: +7 Mag / +6 Wil Spellpower: +11 (+2 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
sneakthief&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +10 Defense: +13 (+3 eff.) Changes stats: +8 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 118% 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. |
warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Disarm immunity: +37% Pinning immunity: +34% Knockback immunity: +31% Maximum life: +31.00 Rings can have magical properties. |
Kindlesorrow the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 29% chance to reduce strength, dexterity, and constitution by 46 Changes resistances: +24% cold / +24% fire Changes resistances penetration: +36% cold / +36% fire Changes damage: +44% darkness / +39% blight Maximum encumbrance: +36 Rings can have magical properties. |
conjurer&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +26% light Changes damage: +13% light Spellpower: +6 (+1 eff.) Rings can have magical properties. |
voratun ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +10 Dex / +7 Mag / +8 Cun Changes resistances: +3% temporal / +9% fire Changes damage: +6% arcane Blindness immunity: +20% Poison immunity: +28% Disarm immunity: +28% Only die when reaching: -40.00 life Spellpower: +30 (+5 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
Abysskin the dragonbone magestaff (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +5 (+1 eff.) Damage (Melee): 35 fire Damage when hit (Melee): 8 arcane Changes resistances: +8% arcane Changes resistances penetration: +25% arcane / +5% temporal Changes damage: +30% lightning / +6% physical / +12% fire Talent granted: +1 Command Staff Critical mult.: +35.00% Vim when firing critical spell: +6.00 Maximum vim: +35.00 Spellpower: +37 (+6 eff.) Spell crit. chance: +15% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
Relguthad the dragonbone magestaff (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +14 (+1 eff.) Effects on melee hit: * 29% chance to reduce all saves and defense by 54 Damage when hit (Melee): 6 mind Changes stats: +2 Dex / +30 Mag / +20 Wil / +29 Cun / +13 Con Changes damage: +30% arcane / +6% physical Talent granted: +1 Command Staff Critical mult.: +25.00% Stamina each turn: +4.38 N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +46.00 Maximum neg.energy: +43.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff &039; (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% nature When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +13 (+1 eff.) Changes stats: +6 Wil Changes resistances: +18% nature / +6% mind Changes resistances penetration: +5% fire / +14% nature / +10% darkness Changes damage: +9% fire / +36% darkness / +30% nature Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +23 (+4 eff.) Spell crit. chance: +24% Staves designed for wielders of magic, by the greats of the art. |
Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 147% Wil, 70% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 349.71 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+4 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Mardifang (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 54 When wielded/worn: Changes damage: +12% mind Critical mult.: +10.00% Physical save: +4 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +4 (+1 eff.) Life regen: +1.20 Equilibrium when hit: +0.70 Psi when hit: +0.08 Maximum life: +18.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +18 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Elulle the living mindstar (16.5-18.15 power, 44 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +44 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Str / +3 Dex Changes resistances: +9% blight Changes resistances penetration: +25% mind Changes damage: +10% nature Physical save: +16 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +19 (+3 eff.) Disease immunity: +25% Equilibrium when hit: +4.90 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Flashprophet the living mindstar (16-17.6 power, 43 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Damage (Melee): 20 fire Damage when hit (Melee): 4 lightning Changes stats: +8 Wil Changes resistances: +20% fire / +9% mind / +7% arcane Changes resistances penetration: +17% fire / +9% mind / +20% physical Changes damage: +20% fire / +6% mind / +9% arcane Spell save: +9 (+1 eff.) Psi when hit: +2.50 Only die when reaching: -115.65 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +10% Damage Resonance (when hit): +18% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Velesebeth the living mindstar (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +8 Cun Changes resistances: +6% arcane Changes resistances penetration: +25% arcane Changes damage: +24% lightning / +25% fire / +6% blight / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Critical mult.: +25.00% Mental save: +10 (+2 eff.) Maximum psi: +47.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar &039; (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 85% * 20% chance to reduce armor by 57% Damage (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 26% chance to reduce armor by 57% Damage (Melee): 16 physical Changes resistances: +17% physical Changes resistances penetration: +15% mind / +20% physical Changes damage: +6% mind / +13% physical Life regen: +2.00 Hate when firing a critical mind attack: +5.00 Maximum life: +47.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
swashbuckler&Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.5 - 48.8 Uses stats: 159% Wil, 50% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +68 Attacks use: 1.0 Steam Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +15.0% Physical power: +12 (+1 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +11 Str / +11 Dex Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+6 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 194 to 388 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
LeluroddaromintirRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +7% arcane / +9% darkness / +3% nature Changes resistances penetration: +20% temporal / +43% physical Changes damage: +42% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Physical save: +9 (+1 eff.) Only die when reaching: -40.00 life Damage Shield penetration: +60% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun &039;Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 29% chance to reduce strength, dexterity, and constitution by 46 Travel speed: +600% Damage (radius 2) on crit: +12 arcane Damage conversion: 50% temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +14.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 6 mind / 6 blight Changes stats: +6 Str Changes resistances: +7% arcane Changes resistances penetration: +10% arcane Mental crit. chance: +5% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cyreriann the Duskflash (19/19, 74-103.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 74.0 - 103.6 Uses stats: 99% Wil, 83% Cun, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +15.0% Capacity: 19 On weapon hit: * 29% chance to reduce damage dealt by 43% * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 389 physical damage * Create an explosion dealing 261 acid damage (1/turn) On weapon crit: * Wound the target dealing 546 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +36 physical / +12 darkness / +16 blight Damage (radius 1) on hit: +16 darkness / +16 blight Damage (radius 2) on crit: +16 darkness Arrows are used with bows to pierce your foes to death. |
Icejam (24/59, 92.5-129.5 power, 33 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 92.5 - 129.5 Uses stats: 99% Wil, 83% Cun, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +33 Crit. chance: +26.0% Capacity: 59 Turns elapse between self-loadings: 0 On weapon hit: * 10% chance to reduce all saves and defense by 54 * 20% chance to knock the target back 3 spaces and deal 389 physical damage On weapon crit: * Wound the target dealing 546 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +29 mind / +47 physical Damage (radius 1) on hit: +29 cold Arrows are used with bows to pierce your foes to death. |
Kindlenigh the quiver of dragonbone arrows (19/44, 96-134.4 power, 33 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 96.0 - 134.4 Uses stats: 99% Wil, 83% Cun, 50% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +33 Crit. chance: +24.0% Capacity: 44 Turns elapse between self-loadings: 0 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 389 physical damage On weapon crit: * Wound the target dealing 546 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +48 physical / +29 light / +29 arcane Damage (radius 1) on hit: +12 mind / +28 light Arrows are used with bows to pierce your foes to death. |
The Titan&Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 123% Wil, 50% Mag, 59% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you& |
Scattermind (20/20, 17-20.4 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stats: 40% Wil, 50% Mag, 131% Cun Damage type: Mind Mastery: Steamsaw Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Silysetira the Squalorsweep (19/19, 52.5-63 power, 11 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 52.5 - 63.0 Uses stats: 40% Wil, 50% Mag, 133% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +24.0% Capacity: 19 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 46 * 20% chance to knock the target back 3 spaces and deal 389 physical damage On weapon crit: * Wound the target dealing 546 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 blight / +8 fire / +24 nature / +20 physical Damage (radius 1) on hit: +16 blight Damage (radius 2) on crit: +4 nature / +12 fire Shots are used with slings to pummel your foes to death. |
Chamumnir the pouch of voratun shots (23/23, 54-64.8 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 40% Wil, 50% Mag, 133% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 390 physical damage Travel speed: +436% Damage (Ranged): +33 cold / +8 mind / +24 arcane Damage (radius 2) on crit: +8 mind / +15 cold When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Chargethorn the pouch of voratun shots (24/24, 65-78 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 40% Wil, 50% Mag, 133% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +19 Armour Penetration: +6 Crit. chance: +36.0% Capacity: 24 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 546 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 lightning / +8 arcane Damage (radius 1) on hit: +16 lightning / +12 arcane Damage (radius 2) on crit: +16 arcane Shots are used with slings to pummel your foes to death. |
Hoblek the pouch of voratun shots (15/21, 75.5-90.6 power, 15 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 75.5 - 90.6 Uses stats: 40% Wil, 50% Mag, 133% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +34.0% Capacity: 21 On weapon hit: * 32% chance to reduce strength, dexterity, and constitution by 46 On weapon crit: * Splash the target with acid dealing 301 damage over 5 turns and reducing armor and accuracy by 38 * Wound the target dealing 546 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +32 blight / +16 arcane Damage (radius 1) on hit: +32 blight / +8 arcane Shots are used with slings to pummel your foes to death. |
Thundercrack (16/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 133% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
pouch of voratun shots &039; (24/24, 68.5-82.2 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 68.5 - 82.2 Uses stats: 40% Wil, 50% Mag, 133% Cun Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 24 On weapon hit: * 20% chance to reduce armor by 57% * 20% chance to knock the target back 3 spaces and deal 389 physical damage On weapon crit: * Wound the target dealing 546 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 acid / +33 fire / +32 arcane / +40 physical Damage (radius 1) on hit: +24 acid / +32 blight Damage (radius 2) on crit: +20 arcane / +15 fire Shots are used with slings to pummel your foes to death. |
Summertide (17 def, 15 armour, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 211.71 to 264.63 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
The Black Wall (12 def, 9 armour, 200 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +0% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Windswept Shield (20 def, 10 armour, 260 block) Windswept Shield (20 def, 10 armour, 260 block)Requires: - Shield usage training - Willpower 24 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Base power: 18.0 - 25.2 Uses stats: 147% Wil, 100% Mag Damage type: Physical Mastery: Steamsaw Mastery Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +260 Damage (Melee): +10 cold Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +10 Defense: +20 (+4 eff.) Fatigue: +10% On shield block: * 30% chance to electrocute the target. Changes resistances: +35% lightning Talent mastery: +0.20 Celestial / Ponx Talent granted: +5 Block Special effect on block: 30% chance to electrocute the target. Activating this item is instant. It can be used to activate talent Evasive Gust (costing 10 power out of 10/10) : Effective talent level: 1.0 Power cost: 10 out of 10/10. Range: 10 Travel Speed: instantaneous Is: a spell Description: Surround yourself with the whirling winds of Ponx, slowing incoming projectiles by 15%. In addition, you can send the winds out to instantly redirect a projectile to a new target. A pentagonal voratun shield, the crest it once bore long since worn away |
verdant Rags of the Sanctuary (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Con Changes resistances: +7% all Changes damage: +10% nature Poison immunity: +26% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Warping Vest (30 def, 0 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Defense: +30 (+6 eff.) Changes resistances: +25% temporal Changes resistances cap: +10% temporal Talent masteries: +0.20 Spell / Conveyance +0.20 Spell / Distort +0.20 Chronomancy / Spacetime Folding +0.20 Chronomancy / Spacetime Weaving Pinning immunity: +20% It can be used to activate talent Scatter (costing 40 power out of 50/50) : Effective talent level: 4.0 Power cost: 40 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Randomly teleports all targets within a radius of 6 around you, including yourself. Everyone will be teleported between 6 and 12 tiles from their current location. You will go out of phase (80) for 3 turns. Requires your Spellpower to beat the target&ANTIQUE_WHITE039;t seem to stay still. It moves about all over the place, yet doesn& |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+1 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 150.58 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth& |
RootfiendCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 29% chance to slow global speed by 85% * 29% chance to reduce armor by 57% Damage when hit (Melee): 4 mind Changes stats: +6 Dex / +6 Wil / +14 Cun / +10 Lck Changes resistances: +6% mind Changes resistances penetration: +25% mind Changes damage: +3% acid / +12% mind Damage against: +45% Summoned Reduced damage from: +45% Summoned Trap disarming bonus: +29 Stealth bonus: +15 Physical save: +15 (+1 eff.) Mindpower: +9 (+2 eff.) Infravision radius: +6 A belt that goes around your waist. |
battlemaster&Infused by nature Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +13% light / +13% fire Talent mastery: +0.30 Technique / Combat training Stealth bonus: +7 Spell save: -13 (-1 eff.) Stamina each turn: +0.50 Mana each turn: -0.20 A stylish kruk-style cloak, to look awesome. |
restorative kruk cloak of battle (0 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Fatigue: -3% Changes resistances: +11% nature / +12% blight Life regen: +3.00 Healing mod.: +12% A stylish kruk-style cloak, to look awesome. |
shadow kruk cloak of Eldoral (0 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Dex Changes resistances: +12% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +7 A stylish kruk-style cloak, to look awesome. |
thick kruk cloak of Iron Throne (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Changes stats: +2 Str / +2 Con Changes resistances: +11% cold A stylish kruk-style cloak, to look awesome. |
Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent masteries: +0.10 Cunning / Stealth +0.10 Wild-curse / Silent hunter It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 17 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
spellcowled elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +4 Wil Changes resistances penetration: +13% arcane Changes damage: +15% arcane Critical mult.: +30.00% Spell save: +15 (+1 eff.) Maximum mana: +167.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Spellhunt Remnants (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+0 eff.) Maximum life: +40.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 87% Wil, 50% Mag, 87% Cun Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 83% Damage (Melee): +12 silence Can&LASTYELLOWLASTANTIQUE_WHITE |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 87% Wil, 87% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
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 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 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. |
warlord&Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Wil Changes resistances: +25% cold / +13% physical Allows you to breathe in: water Physical save: +12 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-1 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-1 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 46.90 mind and 45.56 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 35% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 35. Terrified: Deals 11.90 mind and 11.56 darkness damage per turn and increases cooldowns by 52%. Haunted: Causes the target to suffer 18.25 mind and 17.73 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
drakeskin leather cap &039; (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 29% chance to slow global speed by 85% Changes stats: +18 Str / +12 Wil / +3 Cun Changes resistances: +13% lightning / +15% temporal / +6% light / +6% fire / +6% nature / +11% physical Changes resistances penetration: +10% light Physical save: +13 (+1 eff.) Mental save: +15 (+2 eff.) Light radius: +2 A cap made of leather. |
Visage of Nektosh (4 def, 8 armour)Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 46 Damage when hit (Melee): 4 temporal / 2 fire / 10 vim draining blight Changes stats: +5 Wil / +5 Mag Changes resistances: +16% mind / +6% blight Changes damage: +6% blight / +10% arcane Mental save: +15 (+2 eff.) Confusion immunity: +25% Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 29% and all saves by 50, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Cyrovea the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +7 Wil / +6 Con Changes resistances: +15% physical / +21% mind / +9% light Changes damage: +12% mind Reduces incoming crit damage: 15.00% Physical save: +29 (+2 eff.) Mental save: +47 (+7 eff.) Disarm immunity: +32% Confusion immunity: +49% Maximum life: +80.00 Healing mod.: +25% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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. |
Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
20 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. |
32 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. |
24 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
35 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. |
28 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 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. |
41 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. |
35 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
8 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that& |
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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 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. |
477 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(194 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 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. |
Glowspawner [power 252] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 29% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +12% light Changes resistances penetration: +25% blight Changes damage: +36% mind / +33% temporal Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +8% Mental crit. chance: +5% It can be used to sting an enemy dealing 277 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Gleba the Cloudbutcher [power 402] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 22% chance to reduce strength, dexterity, and constitution by 46 Changes resistances penetration: +15% lightning / +10% mind Changes damage: +9% mind Psi when hit: +0.12 Maximum hate: +4.00 It can be used to sting an enemy dealing 442 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 3. * Increase all damage penetration by 30% for 2 turns. * Gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Yeti&Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Sawain, the Yeeky General the KrukYeek Adventurer level 91
8th Loss 124th year of Ascendancy at 03:06 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Sawain, the Yeeky General the KrukYeek Adventurer level 17
28th Retaking 124th year of Ascendancy at 04:20 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Sawain, the Yeeky General the KrukYeek Adventurer level 56
40th Revenge 124th year of Ascendancy at 22:58 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Sawain, the Yeeky General the KrukYeek Adventurer level 47
32nd Revenge 124th year of Ascendancy at 11:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sawain, the Yeeky General the KrukYeek Adventurer level 10
15th Retaking 124th year of Ascendancy at 10:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sawain, the Yeeky General the KrukYeek Adventurer level 20
36th Retaking 124th year of Ascendancy at 23:06 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Sawain, the Yeeky General the KrukYeek Adventurer level 30
48th Retaking 124th year of Ascendancy at 20:49 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Sawain, the Yeeky General the KrukYeek Adventurer level 40
52nd Retaking 124th year of Ascendancy at 23:30 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Sawain, the Yeeky General the KrukYeek Adventurer level 50
33rd Revenge 124th year of Ascendancy at 01:38 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Sawain, the Yeeky General the KrukYeek Adventurer level 75
33rd Dearth 124th year of Ascendancy at 05:43 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Sawain, the Yeeky General the KrukYeek Adventurer level 54
34th Revenge 124th year of Ascendancy at 12:07 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Sawain, the Yeeky General the KrukYeek Adventurer level 50
33rd Revenge 124th year of Ascendancy at 02:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sawain, the Yeeky General the KrukYeek Adventurer level 41
6th Revenge 124th year of Ascendancy at 23:16 see stats
The High Lady's Destiny (Finale) (Insane (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Sawain, the Yeeky General the KrukYeek Adventurer level 81
34th Dearth 124th year of Ascendancy at 22:52 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Sawain, the Yeeky General the KrukYeek Adventurer level 91
2nd Loss 124th year of Ascendancy at 13:22 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Sawain, the Yeeky General the KrukYeek Adventurer level 59
6th Pain 124th year of Ascendancy at 16:58 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Sawain, the Yeeky General the KrukYeek Adventurer level 36
51st Retaking 124th year of Ascendancy at 21:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Sawain, the Yeeky General the KrukYeek Adventurer level 40
1st Revenge 124th year of Ascendancy at 01:04 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sawain, the Yeeky General the KrukYeek Adventurer level 25
41st Retaking 124th year of Ascendancy at 15:59 see stats
Log
Sawain, the Yeeky General activates Elemental Destruction.
Sawain, the Yeeky General deactivates Arcane Shield.
Sawain, the Yeeky General deactivates Wildfire.
Sawain, the Yeeky General deactivates Reality Smearing.
Sawain, the Yeeky General deactivates Hymn of Detection.
Sawain, the Yeeky General deactivates Arcane Power.
Sawain, the Yeeky General deactivates Elemental Destruction.
Sawain, the Yeeky General deactivates Spellsword Combat.
Sawain, the Yeeky General deactivates Augmentation.
Sawain, the Yeeky General deactivates Chant of Resistance.
Sawain, the Yeeky General deactivates Essence of Speed.
Sawain, the Yeeky General deactivates Shielding.
Sawain, the Yeeky General deactivates Beyond the Flesh.
Sawain, the Yeeky General deactivates Arcane Shield.
Sawain, the Yeeky General deactivates Overheat Saws.
Sawain, the Yeeky General deactivates Shielding.
Sawain, the Yeeky General deactivates Vintage of Violence.
Sawain, the Yeeky General deactivates Paradox Armour.
Sawain, the Yeeky General deactivates Tempest of Metal.
Sawain, the Yeeky General deactivates Paean of Volcanic Fire.
Sawain, the Yeeky General deactivates Elemental Stance.
Sawain, the Yeeky General deactivates Metaphasic Spin.
Sawain, the Yeeky General deactivates Arcane Armor.
Sawain, the Yeeky General deactivates Burning Wake.
Sawain, the Yeeky General deactivates Aura of Fire.
Sawain, the Yeeky General deactivates Disruption Shield.
Sawain, the Yeeky General deactivates Arcane Combat.
Sawain, the Yeeky General deactivates Arcane Stamina.
Sawain, the Yeeky General deactivates Gloom.
Sawain, the Yeeky General deactivates Mana Focus.





























































































































































































