Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Select your Escorts 1.3.3Allows 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. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.3.0Donators/Buyers bonus! Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 50 / 3657% |
Size | small |
Lifes / Deaths | Killed by Emelolle the blade horror at level 50 on the 27th Regrowth 125th year of Ascendancy at 00:35 / 2Killed by Emelolle the blade horror at level 50 on the 27th Regrowth 125th year of Ascendancy at 00:36 |
Primary Stats
Strength | 82 (base 27) |
Dexterity | 109 (base 64) |
Constitution | 137 (base 59) |
Magic | 26 (base 11) |
Willpower | 28 (base 7) |
Cunning | 136 (base 60) |
Resources
Life | -9736/1915 |
Stamina | 292/292 |
Healing Factor | 1.5 |
Regeneration | 34.425 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 3 |
See Stealth | 10 |
See Invisible | 3 |
Offense: Mainhand
Damage | 123 |
Accuracy | 69 |
Crit Chance | 80% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 123 |
Accuracy | 69 |
Crit Chance | 80% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
All | +9% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 98.4 (98.681318681319%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 37 |
Physical Save | 92 |
Spell Save | 50 |
Mental Save | 83 |
Defense: Resistances
All | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 70% |
Poison Resistance | 70% |
Disarm Resistance | 100% |
Bleed Resistance | 75% |
Teleport Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 23.0 steam per turn. Can be activated for an instant burst of 115 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 243% efficiency and cooldown mod of 75%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 266% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.0 steam per turn. Can be activated for an instant burst of 114 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 870 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Elusiveness | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Technique / Field control | 0.80 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target has 50% chance to evade melee attacks and gains 33 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Technique / Field control (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by poison ooze. Escort: lost tinker (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | BOOTS (0 def, 18 armour) BOOTS (0 def, 18 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +18 Fatigue: +5% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +5 Str / +5 Con Changes resistances: +24% acid / +15% fire / +5% arcane / +12% cold Changes resistances penetration: +5% acid Stealth bonus: +0 Physical save: +18 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Infravision radius: +3 Movement speed: +20% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | NUCLEAR WEAPON (18/18, 178% power, 18 apr) NUCLEAR WEAPON (18/18, 178% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 178% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +19.0% Capacity: 18 On weapon hit: * 13% chance to gain 10% of a turn * 47% chance to daze * Slows global speed by 40% * 10% chance to knock the target back * 20% chance to curse the target Travel speed: +200% Damage (Ranged): +16 lightning / +50 physical / +20 darkness / +20 blight / +20 temporal Burst (radius 2) on crit: +8 lightning When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Beabers the dwarven lantern Beabers the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +4 Con Changes resistances: +11% blight / +3% temporal / +5% arcane / +6% light Changes resistances penetration: +15% all Changes damage: +20% light Physical save: +30 (+6 eff.) Mental save: +31 (+6 eff.) Disarm immunity: +15% Life regen: +5.30 Mindpower: +9 (+3 eff.) Mental crit. chance: +8% Light radius: +11 See stealth: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Emeletta (8 def, 17 armour) Emeletta (8 def, 17 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +17 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +4 Str / +12 Cun / +13 Con Changes resistances: +9% acid / +6% fire / +5% all Physical save: +32 (+7 eff.) Spell save: +30 (+10 eff.) Mental save: +30 (+6 eff.) Disease immunity: +10% Silence immunity: +0% Knockback immunity: +15% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Talent granted: +5 Iron Grip Disarm immunity: +100% Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | DIGGY DIGGY HOLE (dig speed 3 turns) DIGGY DIGGY HOLE (dig speed 3 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +6 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +16 Str / +11 Wil / +2 Con Changes resistances: +6% blight / +10% physical Changes resistances penetration: +10% physical Changes damage: +29% fire / +29% mind / +9% physical Critical mult.: +6.00% Mental save: +36 (+7 eff.) Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Stormclash StormclashInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 29% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 34% chance to cause random gloom Damage (Ranged): 32 bleed Changes stats: +13 Cun Changes resistances: +36% nature / +3% blight Changes resistances penetration: +5% lightning Changes damage: +18% nature Spell save: +25 (+8 eff.) Hate when firing a critical mind attack: +6.00 Maximum hate: +22.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | SUPER-PUPER RING SUPER-PUPER RINGInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Dex / +2 Cun / +4 Con Changes resistances: +20% physical / +9% fire Changes damage: +20% physical Mental save: +14 (+3 eff.) Confusion immunity: +50% Life regen: +4.00 Maximum life: +200.00 Light radius: +2 See invisible: +3 Healing mod.: +50% Rings can have magical properties. |
Around neck | Turytotar the voratun amulet Turytotar the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +20 Dex / +11 Cun / +17 Con Changes resistances penetration: +10% arcane Physical save: +18 (+4 eff.) Mental save: +11 (+2 eff.) Life regen: +3.40 Stamina each turn: +1.10 Mana each turn: +0.12 Maximum life: +64.00 Maximum mana: +60.00 Spellpower: +2 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
In main hand | Voidtrencher VoidtrencherRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 40% chance to inflict damage reduction * splashes acid on your target dealing 92 damage and reducing their armor Travel speed: +600% Burst (radius 1) on hit: +4 arcane Attacks use: 2.0 Steam When wielded/worn: Changes stats: +9 Cun Changes resistances: +18% darkness Changes resistances penetration: +5% darkness / +45% physical Changes damage: +22% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Damage Shield penetration: +60% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Fatigue: +0% Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Maximum encumbrance: +0 Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% Slows Projectiles: +25% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | voratun steamgun 'Porumiwe' voratun steamgun 'Porumiwe'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 20 arcane resource burn * splashes acid on your target dealing 90 damage and reducing their armor Travel speed: +600% Damage (Ranged): +25 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% acid / +3% cold / +6% nature / +3% fire Changes resistances penetration: +12% fire / +22% physical Changes damage: +44% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Spell save: +8 (+3 eff.) Global speed: +4% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Glata (19 def, 12 armour) Glata (19 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +19 (+4 eff.) Damage when hit (Melee): 16 arcane Changes stats: +16 Str / +5 Dex / +2 Mag / +16 Con Changes resistances: +25% nature / +25% cold Changes resistances penetration: +5% arcane Changes damage: +3% arcane Talent mastery: +0.30 Technique / Combat training Physical save: +43 (+9 eff.) Spell save: -8 (-3 eff.) Mental save: +20 (+4 eff.) Stamina each turn: +1.30 Mana each turn: -0.48 Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Aeratorak (9 def, 16 armour) Aeratorak (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 4 blight Changes stats: +6 Str / +2 Mag / +6 Con Changes resistances: +15% acid / +15% physical / +21% cold / +15% fire / +14% lightning / +9% temporal Talent cooldown: Rush (-5 turns) Poison immunity: +70% Disease immunity: +70% Cut immunity: +75% Disarm immunity: +36% Stun/Freeze immunity: +40% Knockback immunity: +60% Teleport immunity: +10% Life regen: +10.00 Spell crit. chance: +1% A suit of armour made of metal plates. |
Inventory
shielding rune of the sneak (absorb 861 for 5 turns) shielding rune of the sneak (absorb 861 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 861 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Deflection Fieldschematic: Deflection Field Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+6 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Isuyata the Kindlespawner Isuyata the KindlespawnerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 4 nature Changes stats: +10 Cun / +6 Con Changes resistances: +6% acid / +3% fire / +6% arcane / +3% lightning Changes resistances penetration: +20% fire Physical save: +45 (+9 eff.) Spell save: +31 (+10 eff.) Mental save: +24 (+5 eff.) Life regen: +3.00 Maximum life: +62.00 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Haliromidor the Brighttrail Haliromidor the BrighttrailInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 26 light Changes stats: +11 Str / +4 Mag / +9 Cun / +10 Con Changes resistances: +9% light Grants telepathy: Dragon Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum hate: +8.00 Infravision radius: +1 Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
This item will automatically be transmogrified when you leave the level. Ring of the War MasterRing of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Archery excellence +0.30 Technique / Shield offense +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Thunderprophet ThunderprophetCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 darkness Changes stats: +9 Dex Changes resistances: +3% lightning / +6% temporal / +9% light Changes damage: +15% lightning Knockback immunity: +10% Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 101.67 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
marksman's gold ring of pilfering marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +13 Defense: +13 (+3 eff.) Changes stats: +7 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
voratun ring 'Islavena' voratun ring 'Islavena'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +7 Dex Changes resistances: +72% light Changes damage: +36% light Maximum hate: +8.00 Maximum psi: +20.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe 'Shadowwisp' (169% power, 4 apr)voratun battleaxe 'Shadowwisp' (169% power, 4 apr) Requires: - Strength 48 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. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 55% chance to inflict damage reduction * 20% chance to blind * Random elemental explosion On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +21.0% Physical power: +21 (+6 eff.) Defense: +21 (+5 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +6% light Changes resistances penetration: +24% acid / +10% light / +21% fire / +24% lightning / +24% cold Changes damage: +15% mind / +3% darkness Disarm immunity: +68% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel greatmaul of massacre (169% power, 2 apr)plaguebringer's dwarven-steel greatmaul of massacre (169% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to disease Damage (Melee): +20 blight When wielded/worn: Disease immunity: +35% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. warbringer's iron greatsword of amnesia (109% power, 1 apr)warbringer's iron greatsword of amnesia (109% power, 1 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 109% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +19% Massive two-handed swords. |
Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel longsword of evisceration (125% power, 4 apr)caustic dwarven-steel longsword of evisceration (125% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 23% chance to corrode armour On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+3 eff.) Changes resistances penetration: +10% acid Life regen: +1.40 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron mace of projection (103% power, 2 apr)flaming iron mace of projection (103% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 103% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 1) on hit: +8 fire It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of sand (94% power, 24 apr, mind damage)thorny mindstar of sand (94% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 94% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 physical Changes resistances: +14% physical Changes resistances penetration: +14% physical Changes damage: +14% physical Mindpower: +6 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Darkwreath DarkwreathRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +30 cold When wielded/worn: Accuracy: +4 (+1 eff.) Changes resistances: +2% physical Changes resistances penetration: +10% darkness / +36% physical Changes damage: +40% cold Maximum encumbrance: +20 Mana each turn: +0.04 Vim when firing critical spell: +1.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +4% Damage Shield penetration: +50% Slings are used to hurl stones or metal shots at your foes. |
Emunor the Heatwell Emunor the HeatwellRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 53% chance to gain 10% of a turn Burst (radius 1) on hit: +6 temporal Burst (radius 2) on crit: +2 temporal When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +10 (+3 eff.) Changes stats: +7 Str Changes resistances: +6% mind Changes resistances penetration: +25% physical / +5% temporal Changes damage: +6% fire Talent cooldown: Steady Shot (-1 turn) Damage Shield penetration: +55% Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Eilinikira' drakeskin leather sling 'Eilinikira'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +19 fire Burst (radius 2) on crit: +12 acid When wielded/worn: Physical power: +26 (+7 eff.) Changes stats: +13 Str Changes damage: +9% acid / +20% fire Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+21 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. magewarrior's short elven-wood starstaff (129% power, 5 apr, light element)magewarrior's short elven-wood starstaff (129% power, 5 apr, light element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +13 (+4 eff.) Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +21 (+10 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. thought-forged steel steamsaw of massacre (125% power, 8 apr)thought-forged steel steamsaw of massacre (125% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 125% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +23 On weapon hit: * 20% chance to cause random gloom Damage (Melee): +13 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +3 Wil Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Islysevea the Stormtrencher (119% power, 4 apr)Islysevea the Stormtrencher (119% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 55% chance to daze Damage (Melee): +4 lightning / +14 light Damage against: +20% Undead When wielded/worn: Effects on melee hit: * 45% chance to blind Changes resistances penetration: +15% lightning / +10% light Changes damage: +3% lightning Light radius: +2 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of evisceration (107% power, 3 apr)steel waraxe of evisceration (107% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) One-handed war axes. |
Gloreldara the Kindlenigh (15 def, 7 armour) Gloreldara the Kindlenigh (15 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +15 (+3 eff.) Damage when hit (Melee): 20 light Changes resistances: +24% blight / +3% light / +19% nature / +18% darkness Changes resistances penetration: +14% darkness Changes damage: +16% darkness Stealth bonus: +21 Physical save: +19 (+4 eff.) Spell save: +22 (+7 eff.) Mental save: +21 (+4 eff.) Life regen: +1.90 Light radius: +2 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
This item will automatically be transmogrified when you leave the level. alchemist's hardened leather gloves of the starseeker (0 def, 2 armour)alchemist's hardened leather gloves of the starseeker (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 acid / 7 fire / 7 lightning / 6 cold Changes stats: +7 Mag / +4 Wil / +4 Cun Changes resistances: +8% light / +8% darkness Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 43.62 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Sunrupture (0 def, 5 armour) Sunrupture (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 fire Changes stats: +3 Cun / +10 Wil Changes resistances: +11% darkness / +13% blight / +15% fire / +20% light / +15% cold Changes resistances penetration: +25% fire Mental save: +11 (+2 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of fire resistance (2 def, 6 armour)enlightening steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +6 Cun / +6 Wil Changes resistances: +21% fire Mental save: +16 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing voratun mail armour of command (20 def, 20 armour)searing voratun mail armour of command (20 def, 20 armour) Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+5 eff.) Fatigue: +16% Damage (Melee): 23 acid / 20 fire Damage when hit (Melee): 16 acid / 15 fire Changes stats: +6 Cun Changes resistances: +30% acid / +23% fire Mental save: +22 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. wintry dwarven-steel shield of earthen fury (8 def, 13 armour, 82 block)wintry dwarven-steel shield of earthen fury (8 def, 13 armour, 82 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +13 Armour Hardiness: +8% Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 15 ice Changes stats: +4 Wil Changes resistances: +16% physical / +16% cold Talent granted: +3 Block Handheld deflection devices. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1377 alchemist agate 1377 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Furnacepanic' (dig speed 7 turns) voratun pickaxe 'Furnacepanic' (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +27 Changes stats: +14 Str Changes resistances: +12% mind / +6% fire Changes resistances penetration: +24% physical Changes damage: +24% acid / +9% fire / +12% mind When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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. |
8 bloodstone 8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 76] amazing fiery salve [power 76]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 266% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (76% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 76] amazing frost salve [power 76]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 266% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (76% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 920] amazing healing salve [power 920]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 266% efficiency and 65% cooldown modifier. It can be used to heal 920, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 805] amazing pain suppressor salve [power 805]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 266% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -805 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 319] amazing unstoppable force salve [power 319]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 266% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 319 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 76] amazing water salve [power 76]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 266% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (76% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'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. |
Hanahad (21/21, 175% power, 15 apr) Hanahad (21/21, 175% power, 15 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +31.0% Capacity: 21 On weapon hit: * Slows global speed by 41% * 41 arcane resource burn On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +16 nature / +18 temporal Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
Neradakira the Sparkcut (21/21, 167% power, 6 apr) Neradakira the Sparkcut (21/21, 167% power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +19.0% Capacity: 21 On weapon hit: * 40% chance to daze * 20 arcane resource burn * Slows global speed by 40% * 25% chance to remove a magical effect * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +18 gravity / +18 nature Burst (radius 1) on hit: +4 lightning / +16 physical Shots are used with slings to pummel your foes to death. |
Thundercrack (16/16, 143% power, 8 apr) Thundercrack (16/16, 143% power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 143% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
mastercraft acid groove mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
voratun torque of psychoportation 'Elawyn' [power 66] (23/30 cooldown) voratun torque of psychoportation 'Elawyn' [power 66] (23/30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +15% arcane Changes damage: +15% blight Talent cooldown: Silence (+10 turn) Talent granted: +9 Silence Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 It can be used to teleport randomly (rad 66), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
14 diamond 14 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Mechanic Lusia the Halfling Gunslinger level 31
58th Pyre 123rd year of Ascendancy at 07:22 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
28th Pyre 124th year of Ascendancy at 00:49 see stats
By Mechanic Lusia the Halfling Gunslinger level 31
56th Pyre 123rd year of Ascendancy at 02:45 see stats
By Mechanic Lusia the Halfling Gunslinger level 47
77th Regrowth 124th year of Ascendancy at 17:32 see stats
By Mechanic Lusia the Halfling Gunslinger level 47
25th Pyre 124th year of Ascendancy at 01:43 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
68th Dusk 124th year of Ascendancy at 21:38 see stats
By Mechanic Lusia the Halfling Gunslinger level 42
66th Haze 123rd year of Ascendancy at 12:45 see stats
By Mechanic Lusia the Halfling Gunslinger level 37
68th Dusk 123rd year of Ascendancy at 15:17 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
12nd Regrowth 125th year of Ascendancy at 14:16 see stats
By Mechanic Lusia the Halfling Gunslinger level 8
9th Mirth 122nd year of Ascendancy at 07:30 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
5th Mirth 124th year of Ascendancy at 15:57 see stats
By Mechanic Lusia the Halfling Gunslinger level 35
13rd Dusk 123rd year of Ascendancy at 15:35 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
68th Haze 124th year of Ascendancy at 10:21 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
33rd Haze 124th year of Ascendancy at 15:48 see stats
By Mechanic Lusia the Halfling Gunslinger level 41
61st Haze 123rd year of Ascendancy at 10:12 see stats
By Mechanic Lusia the Halfling Gunslinger level 33
2nd Flare 123rd year of Ascendancy at 18:23 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
54th Dusk 124th year of Ascendancy at 06:48 see stats
By Mechanic Lusia the Halfling Gunslinger level 21
31st Regrowth 123rd year of Ascendancy at 20:55 see stats
By Mechanic Lusia the Halfling Gunslinger level 33
2nd Flare 123rd year of Ascendancy at 17:58 see stats
By Mechanic Lusia the Halfling Gunslinger level 32
67th Pyre 123rd year of Ascendancy at 11:58 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
6th Dusk 124th year of Ascendancy at 14:26 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
5th Mirth 124th year of Ascendancy at 20:40 see stats
By Mechanic Lusia the Halfling Gunslinger level 32
68th Pyre 123rd year of Ascendancy at 06:07 see stats
By Mechanic Lusia the Halfling Gunslinger level 48
25th Pyre 124th year of Ascendancy at 06:24 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
34th Haze 124th year of Ascendancy at 20:58 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
15th Regrowth 125th year of Ascendancy at 05:32 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
22nd Regrowth 125th year of Ascendancy at 20:57 see stats
By Mechanic Lusia the Halfling Gunslinger level 10
10th Dusk 122nd year of Ascendancy at 03:41 see stats
By Mechanic Lusia the Halfling Gunslinger level 20
6th Regrowth 123rd year of Ascendancy at 07:21 see stats
By Mechanic Lusia the Halfling Gunslinger level 30
52nd Pyre 123rd year of Ascendancy at 03:45 see stats
By Mechanic Lusia the Halfling Gunslinger level 40
23rd Haze 123rd year of Ascendancy at 20:59 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
27th Pyre 124th year of Ascendancy at 20:35 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
32nd Haze 124th year of Ascendancy at 09:43 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
76th Dusk 124th year of Ascendancy at 10:38 see stats
By Mechanic Lusia the Halfling Gunslinger level 44
22nd Regrowth 124th year of Ascendancy at 00:39 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
5th Dusk 124th year of Ascendancy at 19:39 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
67th Haze 124th year of Ascendancy at 12:27 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
7th Haze 124th year of Ascendancy at 10:42 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
54th Dusk 124th year of Ascendancy at 06:48 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
58th Pyre 124th year of Ascendancy at 12:14 see stats
By Mechanic Lusia the Halfling Gunslinger level 16
60th Haze 122nd year of Ascendancy at 00:30 see stats
By Mechanic Lusia the Halfling Gunslinger level 39
23rd Haze 123rd year of Ascendancy at 20:56 see stats
By Mechanic Lusia the Halfling Gunslinger level 31
56th Pyre 123rd year of Ascendancy at 02:18 see stats
By Mechanic Lusia the Halfling Gunslinger level 37
64th Dusk 123rd year of Ascendancy at 19:37 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
31st Haze 124th year of Ascendancy at 06:28 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
29th Haze 124th year of Ascendancy at 23:10 see stats
By Mechanic Lusia the Halfling Gunslinger level 7
79th Pyre 122nd year of Ascendancy at 13:28 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
6th Dusk 124th year of Ascendancy at 02:52 see stats
By Mechanic Lusia the Halfling Gunslinger level 23
14th Pyre 123rd year of Ascendancy at 16:46 see stats
By Mechanic Lusia the Halfling Gunslinger level 42
69th Haze 123rd year of Ascendancy at 20:09 see stats
By Mechanic Lusia the Halfling Gunslinger level 8
4th Dusk 122nd year of Ascendancy at 20:29 see stats
By Mechanic Lusia the Halfling Gunslinger level 39
20th Haze 123rd year of Ascendancy at 17:07 see stats
By Mechanic Lusia the Halfling Gunslinger level 29
49th Pyre 123rd year of Ascendancy at 19:12 see stats
By Mechanic Lusia the Halfling Gunslinger level 23
4th Pyre 123rd year of Ascendancy at 22:59 see stats
By Mechanic Lusia the Halfling Gunslinger level 50
27th Regrowth 125th year of Ascendancy at 00:35 see stats
By Mechanic Lusia the Halfling Gunslinger level 30
55th Pyre 123rd year of Ascendancy at 22:55 see stats
Log
Talent Awesome Toss is ready to use.
Elatta the luminous horror activates Fearscape.
Luminous horror casts Providence.
Mechanic Lusia's Strafe performs a ranged critical strike against Luminous horror!
Luminous horror slows down.
Luminous horror is corroded.
Luminous horror moves reluctantly!
Mechanic Lusia's tinker attains critical power!
Luminous horror HEALS from fire damage!
Mechanic Lusia's Strafe hits Something for 3 arcane damage.
Mechanic Lusia's Strafe hits Luminous horror for 551 physical, 12 lightning, , 21 darkness, , , 104 physical,