












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Crystalist 1.5.6 QuickTome: Remove Stat Requirements 1.5.5 Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. 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: Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Additional Randart Properties 1.5.5 Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. FlexSpec Respec Limitation Relaxer 1.5.5Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Mentalist class 1.5.5Adds the mentalist class. Mentalists are psionics that specialize in manipulating the mind of their foes. Shield Tactics - New Bulwark Talent Category 1.5.5Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: Doctornull's Class Pack 1.4.2This 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. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. 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.
Class: Astromancer 1.5.0A 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 New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! QuickTome: Resource Tweaks 1.3.1 Flexible Seeds 1.5.5Allows demon seeds to be planted without a shield. 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.) Harbinger 1.5.6 Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
High Guard 1.5.10Adds 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 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. 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. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. Forbidden Cults 1.5.9Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! 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 1.5.4Donators/Buyers bonus! Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: 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. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: QuickTome: Improved Recall 1.5.10Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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 Tweaked Arcane Aether 1.5.2Takes 0players fix for arcane permation (66 percent arcane 34 other resistance)(tweak disabled atm til toggleable and nonsuperloading), optional tweak for disruption shield (tweaks disruption shield to be useable at 33 percent, nerfs the damage cap to 1.75 instead of 2.00, and lowers cooldown by 5 to 25), includes altered version of expermental hate as optional tweak, made phase door rune work in controlled phased door areas as intended, optional tweak for nulls crystal races to allow steamtech for them, togglable tweak to the golemancy tree to fix golems to be changed to work with steamtech (golems don't need to pay gold for steamtech unlock) with tweaks to enable steamtech and taints, optional tweaks for disabling rares from using certain classes (allows you to disable rares from using hedgeknight, oozemancer, or any combination of the tinker classes, a togglable expermental hate option (included with premission and slight changes), option to revert inferno pettiness's hedgeknight boss toggle (if you use that mod anyway), optional toggle to disable most of hedgeknight's petal skills for npcs, and toggleable tweak for necromancy+ (enabling one of the skills to effect all summons). All current tweaks are optional (with some enabled by defualt but will only effect files if certain files are present). astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. 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 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality 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. ZOmnibus Addon Pack 1.5.0Combines 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: 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.] The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Bladebender 1.5.6 QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Faster 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. 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. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Now You See Me... 1.5.10Adds the Illusionist and Arcane Trickster subclasses to Tales of Maj'Eyal. Both of these classes rely on subterfuge and deception to survive. Changelog: 1.2 - Renamed Talent "Polarization" to avoid naming conflict 1.1 - Renamed Talent "Abduction" to avoid naming conflict The Enforcer 1.5.10Adds the Enforcer. Armed with shield and steamgun, the Enforcer utilizes suppressive fire and crafted grenades of all types to permanently remove foes. Talent icons are from http://game-icons.net/ , cass icon is from https://opengameart.org/content/painterly-spell-icons-part-1 . Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Quick Drown NPCs AOE 1.5.10 Zephyr 1.5.8 Dark Priest 1.4.8 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. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 51 / 84% |
| Size | huge |
| Lifes / Deaths | 0 / 9 |
Primary Stats
| Strength | 27.64545455658 (base 61) |
| Dexterity | 1 (base 61) |
| Constitution | 1 (base 30) |
| Magic | 77 (base 61) |
| Willpower | 77 (base 61) |
| Cunning | 77 (base 61) |
Resources
| Steam | 80/100 |
| Mana | 535/535 |
| Psi | 197/197 |
| Vim | 287/315 |
| Life | -545/1196 |
| Positive | 200/200 |
| Stamina | 262/262 |
| Paradox | 86 |
| Healing Factor | 1.7010526315789 |
| Regeneration | 7.2294736842105 |
Speed
| Mental | -20% |
| Attack | -20% |
| Movement | -30% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 38.340079817329 |
| See Invisible | 49.340079817329 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 67 |
| Crit Chance | 118% |
| APR | 39 |
| Speed | 1.25 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 70% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 51% |
| Speed | 1.25 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +3% |
| Nature | +16% |
| Mind | +39% |
| Lightning | +8% |
| Fire | +126% |
| All | +0% |
Offense: Damage Penetration
| Acid | +5% |
| Temporal | +35% |
| Darkness | +10% |
| Mind | +10% |
| Fire | +50% |
Defense: Base
| Armour (hardiness) | 194.42739850371 (100%) |
| Defense | 40 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 80 |
| Mental Save | 81 |
Defense: Resistances
| Acid | 54%( 70%) |
| Blight | 43%( 70%) |
| Arcane | 14%( 70%) |
| Mind | 17%( 70%) |
| All | -5%( 70%) |
| Physical | 70%( 70%) |
| Lightning | 11%( 70%) |
| Light | 11%( 70%) |
| Temporal | 36%( 70%) |
| Darkness | -2%( 70%) |
| Cold | 11%( 70%) |
| Fire | 70%( 70%) |
| Nature | 19%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Blind Resistance | 51% |
| Silence Resistance | 98% |
| Bleed Resistance | 50% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 443 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 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 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Light | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Thunder | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Battlemage | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Fire | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Blazebrand | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Technique / Shield defense | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Martial enchantments | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield tactics | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Spell / Force | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Aegis | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Restoration | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Arcane veteran | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Medic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Shield |
| talent | Eldritch Combat |
| talent | Arcane Combat |
| talent | Fire Stance |
| talent | Mana Focus |
| talent | Aura of Fire |
| talent | Shield Wall |
| talent | Arcane Feed |
| talent | Eldritch Aura |
| talent | Beyond the Flesh |
| talent | Paradox Armour |
| talent | Osmosis Shield |
| talent | Elemental Destruction |
| talent | Shielding |
| talent | Shielding |
| talent | Arcane Stamina |
| talent | Anime Style |
| talent | Augmentation |
| talent | Reality Smearing |
| talent | Spellsword Combat |
| talent | Hardened Core |
| talent | Arcane Armor |
| talent | Elemental Stance |
| beneficial effect | The target has magically enhanced defenses, allowing them to Block blight damage with a shield. Magical Defense |
| detrimental effect | Target is depressed, reducing its physical, magical, mental by 20% and its movement speed by 50%. Depressed |
| beneficial effect | Tuning Paradox at a rate of 10 per turn. Spacetime Tuning |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The time distortion has created a restoration field, healing the target for 168 each turn. Temporal Restoration Field |
| detrimental effect | The target is infected by a disease, reducing its constitution by 126 and doing 402.58 blight damage per turn. Rotting Disease |
| beneficial effect | You regenerate a total of 626.43 life over the duration of the effect. Osmosis Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | Damage received in the past is returned as 671.68 paradox damage per turn. Reality Smearing |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 126 and doing 402.58 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its strength by 126 and doing 402.58 blight damage per turn. Weakness Disease |
| detrimental effect | The target is hypochondriac. Any time it takes damage over 5% of its max life, it has 95% chance to be affected by a psychosomatic disease reducing one of its physical stat by 126 and dealing 402.58 blight damage per turn for 6 turns. Hypochondriac |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the lost warrior from death by Glabrebeth the warg. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
Escort the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest) | active |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed hummerhorn wing. The Brotherhood of Alchemists* &039; * &039; Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed vial of greater demon bile. * &039; Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * &039; * You&WHITELIGHT_GREEN039;ve found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed multi-hued wyrm scale. * You& | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Fuledelar (30-36 power, 6 apr, fire element)Powered by arcane forces Crafted by a master Enchantment: Weapon 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: Enchant Weapon Accuracy bonus: +1.3% procs dam / acc Accuracy: +19 Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +33.0% Physical power: +14 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +15% temporal Changes damage: +30% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +52.00% Spell save: +30 (+6 eff.) Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Mental crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic drakeskin leather gloves of war-making (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +7 Talent granted: +5 Iron Grip Critical mult.: +15.00% Mental save: +14 (+3 eff.) Disarm immunity: +100% Maximum life: +80.00 Spell crit. chance: +16% Mental crit. chance: +18% When used to modify unarmed attacks: Base power: 42.5 - 46.8 Uses stats: 64% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | GloramiraInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour Hardiness: +15% Changes stats: +2 Cun Changes resistances: +6% fire Changes damage: +18% mind Reduces incoming crit damage: 20.00% Mental save: +11 (+2 eff.) Blindness immunity: +10% Maximum psi: +40.00 Mindpower: +4 (+1 eff.) Light radius: +3 See stealth: +17 See invisible: +16 Movement speed: +20% Talent on hit(mindpower): Flamespit (5% chance level 3). A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Burning Pain (13 def, 0 armour) Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Silence immunity: +50% It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 206.96 fire and 91.57 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| On feet | pair of voratun boots &039; (10 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +4% Damage (Melee): 12 mind Changes stats: +2 Mag Changes resistances: +12% mind / +6% acid Changes damage: +6% acid Reduces incoming crit damage: 15.00% Life regen: +4.00 Infravision radius: +3 Healing mod.: +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Tool | voratun pickaxe &039; (dig speed 11 turns)Requires: Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 12 acid / 4 darkness Changes stats: +6 Str / +3 Con Changes resistances: +12% blight / +20% nature / +3% darkness Changes damage: +15% fire / +15% mind / +10% nature Spell save: +6 (+1 eff.) Mental save: +15 (+3 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring &039;Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +6 Damage (Melee): 8 physical Changes stats: +4 Str Mental save: +6 (+1 eff.) Blindness immunity: +21% Confusion immunity: +22% Infravision radius: +4 See stealth: +6 See invisible: +5 Healing mod.: +5% Rings can have magical properties. |
| On fingers | Wildscar the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to blind Damage (Melee): 53 light Effects on ranged hit: * 24% chance to blind Damage (Ranged): 41 light Changes stats: +8 Wil / +8 Mag Changes resistances: +15% light Changes damage: +6% nature / +3% light Mental save: +11 (+2 eff.) Confusion immunity: +50% Spellpower: +15 (+3 eff.) Talent on hit(mindpower): Mana Clash (5% chance level 1). Rings can have magical properties. |
| Around neck | Searclamor the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 12 fire Changes resistances: +6% fire / +9% mind / +24% temporal Changes damage: +6% mind / +6% fire Talent mastery: +0.33 Technique / Suppression Physical save: +21 (+7 eff.) Spell save: +16 (+3 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +36% Knockback immunity: +35% Amulets can have magical properties. |
| In main hand | Muckarc (30-36 power, 6 apr, fire element)Powered by arcane forces Enchantment: Weapon 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +24 Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +12 nature When wielded/worn: Effects on melee hit: * 18% chance to disease Damage (Melee): 8 mind / 35 fire Damage when hit (Melee): 8 mind Changes resistances: +6% acid / +3% nature Changes resistances penetration: +10% mind / +5% acid Changes damage: +3% acid / +30% fire Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +15 (+5 eff.) Spell save: +12 (+3 eff.) Mental save: +15 (+3 eff.) Vim when firing critical spell: +6.00 Maximum vim: +38.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +13% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | ChargashCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +16 Damage (Melee): 20 mind Changes resistances: +12% arcane / +9% fire Changes resistances penetration: +25% temporal Critical mult.: +7.00% Mental save: +15 (+3 eff.) Blindness immunity: +20% Cut immunity: +50% A belt that goes around your waist. |
| In off hand | voratun shield &039; (12 def, 14 armour, 80-96 power, 308 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.0 - 96.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +18 Crit. chance: +5.0% Block value: +308 On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +14 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances penetration: +10% darkness / +10% temporal Talent granted: +5 Block Stamina each turn: +0.80 Maximum life: +100.00 Maximum stamina: +25.00 Handheld deflection devices. |
| Cloak | spellcowled cashmere cloak of backstabbing (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +10 Defense: +2 (+1 eff.) Changes stats: +4 Wil / +4 Mag Critical mult.: +22.00% Stealth bonus: +11 Spell save: +11 (+2 eff.) Maximum mana: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun plate armour &039; (9 def, 30 armour) Requires: - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +30 Defense: +9 (+3 eff.) Fatigue: +26% Damage (Melee): 12 physical Changes stats: +5 Str / +6 Con Changes resistances: +44% acid / +15% physical / +15% cold / +6% blight / +15% fire / +6% arcane / +15% lightning Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 35.00% Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +32% Stamina each turn: +0.40 Maximum life: +60.00 Healing mod.: +20% A suit of armour made of metal plates. |
Inventory
medical injector implant of the sneak (efficiency 206% / cooldown 100%)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 206% efficiency and cooldown mod of 100%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 166% / cooldown 90%)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 166% efficiency and cooldown mod of 90%. 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 (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.4 steam per turn. Can be activated for an instant burst of 22 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 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: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.6 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 288)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 288 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 270)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 270 and cleanse 1 wound and 1 poison effect. 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 ability. |
regeneration infusion of the warrior (heal 195 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 195 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (702% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 702% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 207 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of the Rift (458.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Inflicts 458.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +1 Magnetic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 6 turns. This lowers their defense and increases fatigue by 36. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can&Example Item: crude poison groove Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type &ORANGELAST039; Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 107.10 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Lisikira the GalezealInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 37% chance to daze at end of turn * Slows global speed by 30% * 24 arcane resource burn Damage when hit (Melee): 8 lightning Changes stats: +4 Wil Changes resistances: +9% nature / +24% cold Changes damage: +9% darkness / +6% lightning Spell save: +9 (+2 eff.) Amulets can have magical properties. |
StormgleanCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +8 Mag Changes resistances: +18% blight / +6% arcane / +3% all Talent masteries: +0.21 Chronomancy / Threaded Combat +0.21 Chronomancy / Temporal theft Blindness immunity: +15% Stun/Freeze immunity: +20% Light radius: +2 See invisible: +6 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
vitalizing steel amulet of visionRequires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +11 (+4 eff.) Blindness immunity: +22% Life regen: +1.60 Maximum life: +50.00 Infravision radius: +4 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
warmaker&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Wil Changes damage: +8% blight / +8% fire Critical mult.: +13.00% Spellpower: +8 (+2 eff.) Amulets can have magical properties. |
Flashwar the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 39% chance to daze at end of turn Damage (Melee): 12 temporal Damage when hit (Melee): 12 mind Changes stats: +4 Wil Changes resistances: +26% lightning Grants telepathy: Humanoid/Orc Stun/Freeze immunity: +36% Psi when firing a critical mind attack: +4.00 Psi per kill: +8.00 Maximum hate: +10.00 Maximum psi: +30.00 Amulets can have magical properties. |
NightsongRequires: Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent mastery: +0.20 Psionic / Blade offense Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 34 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Eilinirenn the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Str / +6 Con Changes resistances: +13% mind Changes damage: +13% mind / +6% all Psi when hit: +0.12 Psi when firing a critical mind attack: +1.00 Spellpower: +8 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
SileriabethInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +1 Str / +7 Wil / +10 Cun / +9 Con Changes resistances penetration: +9% all Changes damage: +9% temporal Grants telepathy: Dragon Physical save: +18 (+6 eff.) Life regen: +1.50 Maximum life: +88.00 Mindpower: +13 (+4 eff.) See invisible: +6 Healing mod.: +26% Rings can have magical properties. |
VeluttaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+5 eff.) Damage (Melee): 16 arcane / 16 blight Damage when hit (Melee): 12 arcane Changes stats: +8 Cun Changes resistances: +18% blight / +12% mind / +12% arcane Changes resistances penetration: +15% arcane / +20% mind Changes damage: +21% blight / +18% mind Rings can have magical properties. |
painweaver&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+2 eff.) Changes damage: +8% all Mental save: +13 (+2 eff.) Confusion immunity: +40% Spellpower: +17 (+3 eff.) Mindpower: +16 (+5 eff.) Rings can have magical properties. |
voratun ring &039;Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour Hardiness: +10% Defense: +20 (+7 eff.) Changes stats: +10 Str / +13 Cun / +10 Con Changes resistances: +12% arcane / +3% nature / +1% all Disarm immunity: +45% Pinning immunity: +46% Knockback immunity: +36% Hate per kill: +2.00 Maximum life: +46.00 Rings can have magical properties. |
Shard of Wintertide (30-36 power, 5 apr, cold element) Shard of Wintertide (30-36 power, 5 apr, cold element)Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 170% Mag, 40% Wil Damage type: Ice Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness / +20% cold Changes damage: +20% darkness / +20% cold Talents cooldown: Moonlight Ray (-1 turn) Invoke Darkness (-1 turn) Ice Shards (-1 turn) Wintery Wrath (-1 turn) Glacial Vapour (-2 turns) Spellpower: +20 (+4 eff.) Spell crit. chance: +7% This giant icicle shines with a gentle lunar radiance. |
This item will automatically be transmogrified when you leave the level.ethereal elven-wood magestaff of invocation (25-30 power, 5 apr, fire element) Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +22 (+7 eff.) Damage (Melee): 8 % chance of confusion Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +28 (+6 eff.) Spell crit. chance: +4% Damage Shield penetration: +36% It can be used to conjure elemental energy in a radius 8 cone, dealing 113.75 to 136.50 fire damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Lisywyn (57-85.5 power, 4 apr)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to disease Damage (Melee): +21 blight / +8 arcane / +8 temporal When wielded/worn: Accuracy: +35 (+9 eff.) Armour penetration: +21 Physical power: +6 (+1 eff.) Defense: +21 (+7 eff.) Changes resistances: +3% arcane / +1% physical Changes resistances penetration: +13% physical Changes damage: +9% arcane Critical mult.: +6.00% Disease immunity: +49% Disarm immunity: +46% Stamina each turn: +0.60 Massive two-handed battleaxes. |
voratun battleaxe &039; (56.5-84.75 power, 4 apr)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing Damage (Melee): +28 nature / +27 temporal Burst (radius 2) on crit: +42 ice When wielded/worn: Physical crit. chance: +16.0% Physical power: +21 (+3 eff.) Armour: +21 Changes stats: +2 Mag / +4 Con Changes resistances: +3% arcane Changes resistances penetration: +10% mind / +20% cold Changes damage: +3% mind Mental save: +40 (+8 eff.) Psi per kill: +14.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Massive two-handed battleaxes. |
Windshear and Stormstrike (40-52 power, 9 apr) Windshear and Stormstrike (40-52 power, 9 apr)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 40.0 - 52.0 Uses stats: 40% Wil, 95% Mag, 27% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Grants a stacking free movement, and causes lightning to arc to nearby targets Damage (Melee): +40 lightning Damage conversion: 50% lightning When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Dex / +5 Mag / +5 Wil Changes resistances penetration: +25% lightning / +25% physical Changes damage: +25% lightning / +25% physical Critical mult.: +20.00% Pinning immunity: +25% Spell crit. chance: +10% Movement speed: +25% A matched pair of daggers, one with a blade that seems composed of tightly focused wind, the other a bolt of lightning, these were the weapons of Kaeli Eagleheart in the Age of Dusk. Windshear was said to allow her to move with the speed of the wind even without active magic use, while Stormstrike& |
Kindledare the voratun greatmaul (69.5-104.25 power, 4 apr)Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% When this weapon hits: Shock (5% chance level 2). When this weapon hits: Invoke Darkness (5% chance level 1). On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +28 darkness / +16 blight Damage against: +28% Living When wielded/worn: Accuracy: +19 (+5 eff.) Damage (Melee): 8 light Changes stats: +10 Dex Changes damage: +3% mind Mana each turn: +0.04 Vim when firing critical spell: +2.00 Spell crit. chance: +1% Massive two-handed mauls. |
Lisorama the voratun greatmaul (67.5-101.25 power, 4 apr)Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +32 blight Burst (radius 1) on hit: +4 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +19 (+3 eff.) Changes stats: +10 Con Changes resistances: +6% mind / +9% temporal Changes resistances penetration: +15% mind / +21% physical Disarm immunity: +49% Massive two-handed mauls. |
Runuvor the Dawn&Powered by arcane forces Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +28 blight When wielded/worn: Armour: +6 Changes resistances: +6% lightning / +14% all Changes resistances penetration: +21% nature Physical save: +40 (+12 eff.) Spell save: +20 (+4 eff.) Disease immunity: +49% Cut immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +25% Light radius: +1 Massive two-handed mauls. |
voratun greatmaul &039; (64-96 power, 4 apr)Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +28 acid Burst (radius 1) on hit: +4 arcane When wielded/worn: Physical crit. chance: +21.0% Physical power: +6 (+1 eff.) Armour: +4 Damage when hit (Melee): 8 arcane Changes stats: +2 Dex Changes resistances: +3% arcane / +9% fire Changes damage: +3% fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.voratun greatmaul &039; (65.5-98.25 power, 4 apr) Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Distortion Bolt (10% chance level 1). Damage (Melee): +28 light / +12 lightning Damage against: +42% Undead When wielded/worn: Armour penetration: +17 Physical power: +21 (+3 eff.) Changes stats: +10 Con / +4 Wil Changes resistances penetration: +5% blight / +42% physical Changes damage: +21% physical Critical mult.: +10.00% Mental save: +16 (+3 eff.) Disarm immunity: +49% Hate per kill: +4.00 Maximum psi: +30.00 Massive two-handed mauls. |
Emeloyana (59.5-95.2 power, 4 apr)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (5% chance level 2). On weapon crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing Damage (Melee): +28 light Damage against: +42% Undead When wielded/worn: Armour penetration: +21 Physical crit. chance: +42.0% Physical power: +21 (+3 eff.) Changes damage: +3% arcane Critical mult.: +37.00% Massive two-handed swords. |
Flashwar the voratun greatsword (65-104 power, 4 apr)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +24 light Damage against: +35% Undead When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +14 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 12 light Changes resistances: +12% acid / +6% fire Changes resistances penetration: +10% light / +14% physical Physical save: +6 (+2 eff.) Silence immunity: +10% Disarm immunity: +10% Pinning immunity: +5% Knockback immunity: +10% Light radius: +1 Massive two-handed swords. |
Ulferostir the voratun greatsword (60-96 power, 4 apr)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 40% chance to disease * 20% chance to torment the target Damage (Melee): +12 temporal / +41 cold Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +21 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Dex Changes resistances penetration: +10% blight / +21% mind / +21% darkness Reduces incoming crit damage: 10.00% Disarm immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +25% Massive two-handed swords. |
voratun greatsword &039; (60-96 power, 4 apr)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +21 darkness Damage against: +28% Living When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +20 (+7 eff.) Effects on melee hit: * 41% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes resistances penetration: +30% mind Changes damage: +9% mind / +9% darkness Disarm immunity: +70% Psi per kill: +6.00 Massive two-handed swords. |
voratun greatsword &039; (62.5-100 power, 4 apr)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Bone Nova (5% chance level 2). On weapon crit: * cripple the target Damage (Melee): +84 insidious poison When wielded/worn: Physical crit. chance: +21.0% Damage when hit (Melee): 8 blight Changes stats: +5 Mag Changes resistances: +13% all / +3% physical Changes resistances penetration: +21% nature / +10% physical Maximum life: +20.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Massive two-handed swords. |
Zubimira the stralite longsword (32-44.8 power, 5 apr)Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 15% chance to disease * Random elemental explosion Damage (Melee): +17 blight / +17 darkness Damage against: +10% Living When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Dex / +4 Mag / +4 Wil Changes resistances penetration: +15% acid / +15% fire / +15% cold / +13% lightning Physical save: +12 (+4 eff.) Disease immunity: +30% Spellpower: +8 (+2 eff.) Spell crit. chance: +3% Sharp, long, and deadly. |
Bisagorn (41.5-58.1 power, 6 apr)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 20% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing Damage (Melee): +60 insidious poison Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Changes stats: +7 Str Changes resistances penetration: +10% mind Changes damage: +3% mind / +15% physical Critical mult.: +10.00% Stamina when hit: +2.50 Maximum psi: +10.00 Sharp, long, and deadly. |
Aerassra the voratun waraxe (41.5-58.1 power, 6 apr)Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 150% Mag, 40% Wil Damage type: Arcane Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 32% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Melee): +15 mind Burst (radius 1) on hit: +20 mind When wielded/worn: Changes stats: +7 Mag / +11 Wil / +6 Cun Changes resistances: +3% mind Critical mult.: +5.00% Spellpower: +15 (+3 eff.) Mental crit. chance: +3% One-handed war axes. |
Deepshash the voratun waraxe (39.5-55.3 power, 6 apr)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Sun Flare (5% chance level 1). On weapon hit: * 52% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing Damage (Melee): +4 darkness Burst (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +11 (+2 eff.) Changes resistances: +9% acid Changes resistances penetration: +14% physical Changes damage: +9% darkness / +3% blight One-handed war axes. |
Kilngasher the voratun waraxe (39.5-55.3 power, 6 apr)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% When this weapon hits: Drain (10% chance level 2). On weapon hit: * 70% chance to disease Damage (Melee): +26 blight Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +4 Dex Changes resistances: +10% all / +12% fire Changes resistances penetration: +15% nature / +15% fire Changes damage: +3% arcane One-handed war axes. |
Sewershaper (40.5-56.7 power, 6 apr)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing * cripple the target When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +30.0% Physical power: +12 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +3 Con Changes resistances penetration: +3% all Reduces incoming crit damage: 15.00% Disarm immunity: +50% Maximum life: +40.00 See invisible: +6 Talent on hit(nature): Flamespit (5% chance level 1). One-handed war axes. |
Singegrinder (56-78.4 power, 6 apr)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.0 - 78.4 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 18% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +18 acid When wielded/worn: Armour Hardiness: +10% Changes resistances: +2% all / +3% fire One-handed war axes. |
Glitterbone (38.5-57.75 power, 25 apr)Requires: - 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: 38.5 - 57.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +95 On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +16 mind Burst (radius 1) on hit: +8 temporal Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical On weapon hit: * 60% chance to cause random gloom Damage (Melee): +17 acid When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 15% chance to blind Effects when hit in melee: * 20% chance to corrode armour by 30% Changes stats: +5 Con Changes resistances: +20% acid / +3% mind Changes resistances penetration: +15% mind / +15% darkness Changes damage: +12% mind / +3% temporal Talent granted: +3 Block Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +10 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! |
Sametohek the Obsidianpassion (38.5-57.75 power, 25 apr)Requires: - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +108 When this weapon hits: Moonlight Ray (5% chance level 1). When this weapon hits: Firebeam (5% chance level 1). On weapon hit: * 33% chance to cause random gloom Damage (Melee): +43 insidious poison / +23 mind Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical When this weapon hits: Hateful Whisper (5% chance level 2). Burst (radius 2) on crit: +4 darkness When wielded/worn: Armour penetration: +14 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 4 mind Changes stats: +6 Cun / +7 Wil Changes resistances penetration: +5% fire / +12% physical / +5% mind / +5% darkness Changes damage: +15% physical 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! |
CloudkinRequires: - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 78% chance to corrode armour by 30% Damage (Ranged): +50 fire Burst (radius 2) on crit: +4 acid When wielded/worn: Physical power: +21 (+3 eff.) Changes stats: +11 Str Changes resistances: +5% arcane / +9% acid Changes resistances penetration: +15% acid / +23% fire / +5% lightning Changes damage: +9% arcane Life regen: +4.00 Global speed: +9% Longbows are used to shoot arrows at your foes. |
CobrastingerRequires: - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 56% chance to corrode armour by 30% Travel speed: +200% Damage (Ranged): +21 acid Burst (radius 1) on hit: +2 fire When wielded/worn: Changes stats: +9 Mag Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +5% nature / +15% temporal Changes damage: +33% acid / +23% arcane / +15% nature Spellpower: +21 (+4 eff.) Longbows are used to shoot arrows at your foes. |
dragonbone longbow &039;Requires: - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +5% acid / +68% physical Changes damage: +32% physical Vim when firing critical spell: +3.00 Spell crit. chance: +4% Damage Shield penetration: +90% Defense after a teleport: +10 Longbows are used to shoot arrows at your foes. |
Sparkkin the voratun steamgunRequires: - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (20% chance level 6). On weapon hit: * 20% chance to inflict 15% damage reduction * 53% chance to daze at end of turn Travel speed: +600% Damage (Ranged): +20 acid Burst (radius 1) on hit: +2 lightning / +2 darkness Burst (radius 2) on crit: +6 lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +9 Mag Changes resistances penetration: +10% lightning Changes damage: +22% acid / +26% arcane Spellpower: +27 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Gloommark the pouch of voratun shots (57/57, 67.5-81 power, 18 apr)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 40% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +18 Crit. chance: +7.0% Capacity: 57 Turns elapse between self-loadings: 2 When this weapon hits: Dust to Dust (15% chance level 3). On weapon hit: * 60% chance to daze at end of turn * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +24 darkness / +20 temporal / +8 arcane / +20 physical Shots are used with slings to pummel your foes to death. |
pouch of voratun shots &039; (21/21, 55.5-66.6 power, 6 apr)Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 40% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Turns elapse between self-loadings: 3 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 59% chance to disease * 40% chance to cause random gloom * 10% chance to knock the target back Damage (Ranged): +16 acid / +50 physical / +24 blight / +8 mind Burst (radius 1) on hit: +12 acid / +16 blight Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
Timekeeper (4 def, 2 armour, 7.5-9 power, 22.5 block) Timekeeper (4 def, 2 armour, 7.5-9 power, 22.5 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Arcane Guardian Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +5% temporal Talent granted: +1 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Brandsteel (12 def, 3 armour, 75.5-90.6 power, 189.5 block)Requires: - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Arcane Guardian Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +190 On weapon hit: * 35% chance to daze at end of turn On weapon crit: * smash the target with your shield crippling them Damage (Melee): +19 nature Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +12 fire Damage against: +20% Insect When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 9 lightning Damage when hit (Melee): 20 nature / 30 lightning Changes stats: +2 Con Changes resistances: +20% nature / +20% blight Talent granted: +5 Block Maximum life: +104.00 Maximum stamina: +10.00 Handheld deflection devices. |
Coalradiance (12 def, 13 armour, 88-105.6 power, 297.5 block)Requires: - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 88.0 - 105.6 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Arcane Guardian Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +298 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 mind When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +13 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +26% cold Changes damage: +15% darkness Talent granted: +5 Block Physical save: +35 (+10 eff.) Size category: +1 Handheld deflection devices. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
This item will automatically be transmogrified when you leave the level.dispeller& Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +7% lightning / +11% darkness / +11% blight / +11% fire / +10% light / +11% cold Physical save: +17 (+6 eff.) Spell save: +28 (+6 eff.) Mental save: +18 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 20 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 322.64 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Scorchzeal (5 def, 8 armour)Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 4 fire Damage when hit (Melee): 20 physical Changes stats: +10 Str Changes resistances: +9% temporal / +19% darkness / +11% physical / +3% mind / +9% nature Reduce damage by fixed amount: +5 all Changes damage: +9% fire Physical save: +10 (+4 eff.) Spell save: +3 (+1 eff.) Poison immunity: +10% Life regen: +9.30 Maximum life: +51.00 Light radius: +2 Healing mod.: +19% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Gloomfear the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Damage (Melee): 8 darkness Changes stats: +5 Dex / +4 Cun / +5 Lck Changes resistances: +8% light / +6% darkness Changes resistances penetration: +15% temporal Changes damage: +6% darkness Trap disarming bonus: +16 Stealth bonus: +7 Maximum encumbrance: +25 Infravision radius: +3 A belt that goes around your waist. |
drakeskin leather belt &039;Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Fatigue: -20% Effects on melee hit: * 33% chance to blind Changes resistances: +6% light / +12% arcane Changes damage: +6% darkness / +3% arcane Maximum encumbrance: +104 Spell save: +13 (+3 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
Glibeth the cashmere cloak (14 def, 16 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +16 Defense: +14 (+5 eff.) Ranged Defense: +12 (+4 eff.) Changes resistances: +5% physical / +19% darkness / +12% mind Changes resistances penetration: +10% darkness / +15% mind Changes damage: +17% darkness Reduces incoming crit damage: 20.00% Stealth bonus: +17 Physical save: +18 (+6 eff.) Blindness immunity: +15% Knockback immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 64% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Bloomwither (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 25% chance to cause random gloom * Slows global speed by 30% Damage (Melee): 8 acid / 31 darkness / 55 mind Changes resistances: +10% mind Changes damage: +11% mind / +6% acid Mental save: +9 (+2 eff.) Maximum life: +80.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +4% Mindpower: +10 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 40.0 - 56.0 Uses stats: 64% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Burst (radius 2) on crit: +15 mind It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Voroyatta the linen wizard hat (13 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +13 (+4 eff.) Ranged Defense: +12 (+4 eff.) Changes resistances: +18% darkness / +12% mind / +9% nature Changes damage: +12% darkness Critical mult.: +30.00% Knockback immunity: +30% Spellpower: +6 (+1 eff.) Healing mod.: +25% A pointy cloth hat, very wizardly... |
elven-silk wizard hat &039; (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage (Melee): 12 blight / 4 fire / 8 mind Changes resistances: +20% mind / +6% blight Changes resistances penetration: +5% blight / +15% fire Changes damage: +9% blight / +9% fire / +20% mind Physical save: +13 (+5 eff.) Mental save: +18 (+3 eff.) Life regen: +6.00 Equilibrium when hit: +3.00 Psi when hit: +2.80 Hate when hit: +3.00 Maximum psi: +31.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
Belubeth the Burnwrest (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +4 Wil Changes resistances: +7% blight / +9% fire Changes damage: +9% mind / +24% fire Mental save: +37 (+7 eff.) Silence immunity: +0% Mindpower: +18 (+5 eff.) A cap made of leather. |
rough leather cap &039; (13 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Armour Hardiness: +15% Defense: +13 (+4 eff.) Ranged Defense: +13 (+5 eff.) Fatigue: +1% Changes stats: +4 Cun Changes resistances: +9% blight / +18% fire / +12% light / +12% darkness Reduces incoming crit damage: 22.00% Physical save: +30 (+9 eff.) Blindness immunity: +25% Cut immunity: +15% A cap made of leather. |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There&039;s not true of body heat, but strangely, is actually true of steam. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: 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! |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
6 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+3 eff.) Changes damage: +2% all Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
4 tiny geode 4 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
10 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+5 eff.) Changes damage: +4% all Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
6 small geode 6 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+7 eff.) Changes damage: +6% all Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
2 sugilite 2 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
3 tiger& 3 tiger&0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+8 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+8 eff.) Changes damage: +8% all Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
506 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 47/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1026.04 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (1/1)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 25 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
Xolerabeth the dragonbone wand of clairvoyance [power 13] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Talent cooldown: Volcano (-2 turns) Talents granted: +4 Volcano +4 Void Blast Reduces incoming crit damage: 15.00% Spell save: +20 (+4 eff.) Blindness immunity: +15% Confusion immunity: +15% It can be used to reveal the area around you, dispelling darkness (radius 13, power 79 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 7 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Temporal Wyrm HeartPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of Rantha the Abomination. It shines with temporal energies. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Hentai Doomguy the Ogre Adventurer level 18
42nd Dusk 122nd year of Ascendancy at 05:24 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Hentai Doomguy the Ogre Adventurer level 44
15th Haze 122nd year of Ascendancy at 13:09 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Hentai Doomguy the Ogre Adventurer level 38
6th Haze 122nd year of Ascendancy at 03:34 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hentai Doomguy the Ogre Adventurer level 26
60th Dusk 122nd year of Ascendancy at 14:17 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Hentai Doomguy the Ogre Adventurer level 10
75th Pyre 122nd year of Ascendancy at 01:15 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Hentai Doomguy the Ogre Adventurer level 20
53rd Dusk 122nd year of Ascendancy at 06:30 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Hentai Doomguy the Ogre Adventurer level 30
66th Dusk 122nd year of Ascendancy at 11:44 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Hentai Doomguy the Ogre Adventurer level 40
10th Haze 122nd year of Ascendancy at 04:44 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Hentai Doomguy the Ogre Adventurer level 50
20th Haze 122nd year of Ascendancy at 15:13 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Hentai Doomguy the Ogre Adventurer level 35
74th Dusk 122nd year of Ascendancy at 19:14 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Hentai Doomguy the Ogre Adventurer level 19
45th Dusk 122nd year of Ascendancy at 05:39 see stats
Savior of the damsels in distress (Madness (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Hentai Doomguy the Ogre Adventurer level 37
77th Dusk 122nd year of Ascendancy at 14:39 see stats
Shasshhiy'Kaish (Madness (Adventure) difficulty)
13rd Haze 122nd year of Ascendancy at 08:16 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Hentai Doomguy the Ogre Adventurer level 21
56th Dusk 122nd year of Ascendancy at 10:35 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Hentai Doomguy the Ogre Adventurer level 18
43rd Dusk 122nd year of Ascendancy at 20:17 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Hentai Doomguy the Ogre Adventurer level 8
74th Pyre 122nd year of Ascendancy at 23:02 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Hentai Doomguy the Ogre Adventurer level 30
67th Dusk 122nd year of Ascendancy at 07:56 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Hentai Doomguy the Ogre Adventurer level 19
50th Dusk 122nd year of Ascendancy at 23:37 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Hentai Doomguy the Ogre Adventurer level 34
73rd Dusk 122nd year of Ascendancy at 20:55 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Hentai Doomguy the Ogre Adventurer level 18
75th Pyre 122nd year of Ascendancy at 22:51 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Hentai Doomguy the Ogre Adventurer level 47
18th Haze 122nd year of Ascendancy at 08:33 see stats
Log
Weakness Disease from Glorumina the forest wight hits Hentai Doomguy for (70 warded), (168 turned into osmosis), (50 converted), (0 absorbed), 117 blight (117 total damage).
Hentai Doomguy receives 533 healing.
Reality Smearing hits Hentai Doomguy for (11 converted) damage.
Aura of Fire hits Hentai Doomguy for (0 absorbed) damage.
Osmosis Shield hits Hentai Doomguy for (36 turned into osmosis) damage.
Something hits Giant ice ant for 474 lightning damage.
Something hits Xaniba the giant army ant for 0 mind, 19 healing (234 psi heal), (12 resist armour), 6 to psi, 2 lightning (8 total damage) [253 healing].
Something hits Zubyvena the treant for 0 mind, 11 healing (137 psi heal), (47 resist armour), 7 to psi, 3 lightning (10 total damage) [148 healing].
Hentai Doomguy receives 286 healing from Temporal Restoration Field.
Glorumina the forest wight casts Flameshock.
Delaldir, the lost warrior is stunned by the burning flame!
Hentai Doomguy resists the searing flame!
Zubyvena the treant resists the mind attack!
Zubyvena the treant diverts some damage to its mind!
Zubyvena the treant shrugs off the effect &039;!
Xaniba the giant army ant diverts some damage to its mind!
Giant ice ant shrugs off the effect &039;!
Xaniba the giant army ant HEALS from mind damage!
Zubyvena the treant HEALS from mind damage!
Thaurhereg&1133F3LASTLAST039;s ice storm area effect hits Xaniba the giant army ant for 0 mind, 4 healing (46 psi heal), (11 resist armour), 0 cold (0 total damage) [50 healing].
Thaurhereg&YELLOWLASTLIGHT_GREEN(27 psi heal), (21 resist armour), 0 cold (0 total damage) [29 healing].
Zubyvena the treant uses Mind Sear.
Zubyvena the treant&
Zubyvena the treant mind is replenished by his thrill!
Zubyvena the treant is thrilled!
Hentai Doomguy is affected by a psychosomatic disease!
Hentai Doomguy is afflicted by a decrepitude disease!
Your shield crumbles under the damage!
Saving game...




























































































































































