















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Annihilator |
| Level / Exp | 50 / 2434% |
| Size | medium |
| Lifes / Deaths | Killed by Glorimira the elven cultist at level 25 on the 22nd Regrowth 123rd year of Ascendancy at 15:38 0 / 8Killed by Mayygamira the fiery orc wyrmic at level 47 on the 32nd Regrowth 124th year of Ascendancy at 02:57 Killed by orc high cryomancer at level 50 on the 43rd Haze 124th year of Ascendancy at 06:54 Killed by Argoniel at level 50 on the 9th Decay 124th year of Ascendancy at 08:36 Killed by Argoniel at level 50 on the 9th Decay 124th year of Ascendancy at 10:36 Killed by Atamathon the Giant Golem at level 50 on the 7th Allure 125th year of Ascendancy at 13:59 Killed by Atamathon the Giant Golem at level 50 on the 8th Allure 125th year of Ascendancy at 00:03 Killed by Atamathon the Giant Golem at level 50 on the 8th Allure 125th year of Ascendancy at 01:46 |
Primary Stats
| Strength | 162 (base 64) |
| Dexterity | 245 (base 64) |
| Constitution | 158 (base 38) |
| Magic | 116 (base 13) |
| Willpower | 122 (base 9) |
| Cunning | 221 (base 65) |
Resources
| Life | -707/1973 |
| Steam | 135/137 |
| Healing Factor | 2.5 |
| Regeneration | 56.625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 12 |
| See Invisible | 25 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, animal/canine |
Offense: Mainhand
| Damage | 161 |
| Accuracy | 99 |
| Crit Chance | 108% |
| APR | 59 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 73% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +36% |
| Light | +52% |
| Cold | +42% |
| Blight | +35% |
| Mind | +48% |
| Fire | +65% |
| All | +24% |
Offense: Damage Penetration
| Acid | +25% |
| Light | +39% |
| Nature | +24% |
| Cold | +29% |
| Mind | +29% |
| Fire | +24% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 114.92651966606 (92%) |
| Defense | 96 |
| Ranged Defense | 100 |
| Fatigue | 26 |
| Physical Save | 73 |
| Spell Save | 57 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 64%( 70%) |
| All | + 27%( 70%) |
| Physical | + 39%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 59%( 70%) |
| Temporal | + 49%( 70%) |
| Mind | + 42%( 70%) |
| Darkness | + 58%( 70%) |
| Fire | + 63%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 96% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.3 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 27.6 steam per turn. Can be activated for an instant burst of 138 steam. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.3 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 988 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 263 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Magnetism | 1.60 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemical warfare | 1.60 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Demolition | 1.60 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Artillery | 1.60 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Mecharachnid | 2.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 2.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.40 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.60 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Miasma Engine |
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| detrimental effect | The target is on fire, taking 69.24 fire damage per turn. Burning |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 56% and triggers a radius 7 conal explosion dealing 146% steamgun damage. 2 stacks remaining. Reactive Armor |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 16. Intimidated |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
| beneficial effect | All stats increased by 81. Pain Enhancement System |
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 |
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 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. 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 lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Poluldana the snow giant's Fugue Clone. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by multi-hued drake. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by grave wight. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Aratira the ghoul. Escort: repented thief (level 8 of Dreadfell) | failed |
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 |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. 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 the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * 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 within2 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'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 | Steam Powered Boots (9 def, 16 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +9 Str / +11 Dex Changes damage: +10% fire Physical save: +16 (+4 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Prismwoe (22/22, 70.5-84.6 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 70.5 - 84.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 269 physical damage On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +36 physical / +28 cold / +12 arcane / +24 light Damage (radius 1) on hit: +16 light / +18 fire Damage (radius 2) on crit: +24 light / +15 cold When wielded/worn: Talent granted: +5 Magnetic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Ce'Nidana the CarrionvagrantPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +2 Dex / +7 Wil / +3 Con Changes resistances: +14% blight / +12% darkness / +12% nature Changes resistances penetration: +14% all Critical mult.: +25.00% Vim when firing critical spell: +2.11 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +7 Infravision radius: +6 See invisible: +11 Damage Shield penetration: +20% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 55 blight damage or heals 87 life. Creatures standing in the retch also have 14% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (4 def, 13 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +13 Defense: +4 (+1 eff.) Fatigue: +10% Changes stats: +6 Str / +0 Cun / +6 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Light radius: +7 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 13 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +13 Changes stats: +7 Str / +7 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | voratun pickaxe 'Blazeoblivion' (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +6 Defense: +9 (+2 eff.) Effects on melee hit: * 26% chance to slow global speed by 68% * 20 arcane resource burn Changes stats: +4 Str / +6 Dex Changes resistances: +6% lightning / +10% physical / +6% light / +3% fire / +6% cold / +6% arcane / +6% temporal Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Yvariakira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +20 (+4 eff.) Changes stats: +10 Cun / +4 Wil Changes resistances: +16% blight / +15% nature / +3% light Mental save: +10 (+2 eff.) Poison immunity: +30% Disease immunity: +30% Life regen: +13.00 Maximum life: +100.00 Healing mod.: +20% Rings can have magical properties. |
| On fingers | voratun Goedalath Rock ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +12 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Damage when hit (Melee): 34 darkness Changes stats: +11 Dex / +9 Cun / +6 Con Changes resistances: +3% acid / +36% cold / +9% mind / +6% light Changes damage: +18% cold / +3% mind / +9% all Grants telepathy: Demon/Major Demon/Minor Critical mult.: +20.00% Spell save: +17 (+5 eff.) Maximum stamina: +36.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. |
| Around neck | Erelokor the CorruptionstreakPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 12 light / 12 darkness Effects when hit in melee: * 15% chance to blind * 9% chance to reduce damage dealt by 32% Changes resistances: +6% nature Changes resistances penetration: +5% mind / +10% nature Changes damage: +11% blight / +21% fire / +13% light / +9% darkness Talent masteries: +0.40 Steamtech / Mecharachnid +0.40 Steamtech / Turrets Critical mult.: +15.00% Maximum hate: +8.00 Spellpower: +15 (+3 eff.) Amulets can have magical properties. |
| In main hand | Yviselaith the voratun steamgun 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 Base power: 4.0 - 4.4 Uses stat: Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +48 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +19 acid blind / +17 ice Attacks use: 2.0 Steam When wielded/worn: Physical power: +15 (+3 eff.) Armour: +16 Defense: +11 (+3 eff.) Changes stats: +9 Str / +8 Dex / +6 Cun / +2 Con Changes resistances penetration: +11% acid / +15% cold Changes damage: +6% mind Reduces incoming crit damage: 17.75% Life regen: +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Morningrune Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -20% Changes stats: +5 Cun Changes resistances: +15% blight / +24% temporal / +9% light / +26% lightning Changes resistances penetration: +15% light Changes damage: +3% darkness Critical mult.: +15.00% Maximum encumbrance: +50 Maximum life: +128.00 Maximum mana: +71.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +38.00 Maximum vim: +37.00 Maximum pos.energy: +38.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +20 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Cun Damage type: Light Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 114.34 to 142.93 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Urthanarifast the elven-silk cloak (29 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +29 (+6 eff.) Changes resistances: +10% acid / +2% physical / +15% darkness / +9% fire / +17% blight / +8% cold / +22% nature / +39% lightning Physical save: +12 (+3 eff.) Disarm immunity: +10% Stun/Freeze immunity: +50% Life regen: +6.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (11 def, 20 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +20 Defense: +11 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 0 physical Changes stats: +16 Str / +14 Dex / +11 Mag / +11 Wil / +11 Cun / +15 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.9 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 53.76 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
medical injector implant (efficiency 111% / cooldown 54%)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 111% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 243% / cooldown 58%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 243% efficiency and cooldown mod of 58%. 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 (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. 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: 1.3 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 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 13.1 steam per turn. Can be activated for an instant burst of 66 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 20)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 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 20.3 steam per turn. Can be activated for an instant burst of 101 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 20)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.8 steam per turn. Can be activated for an instant burst of 99 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the titan (heal 709; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 709 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 939; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 939 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (638.00 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 553.78 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 spell talent. |
biting gale rune of the duelist (damage 589; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 589.44 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 14; phase 53; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 14 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 15 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 53%, your defense is increased by 53 and all your resistances by 53%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 537; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 537 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 779; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 779 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 826; dur 6; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 826 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 240; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 240 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Bethann the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +8 Wil / +8 Mag Critical mult.: +20.69% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +51.72 Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
copper amulet 'Manybers'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +15 (+3 eff.) Defense: +5 (+1 eff.) Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +20% Stamina each turn: +1.00 Amulets can have magical properties. |
protective voratun amulet of mastery (0.40 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes resistances: +10% blight Changes resistances cap: +5% all Talent mastery: +0.40 Technique / Combat training Physical save: +18 (+5 eff.) Amulets can have magical properties. It was hardened by the digestive sack. |
savior's copper amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes damage: +10% blight Physical save: +11 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +11% Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets can have magical properties. It was corrupted by the digestive sack. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
ChamegrimCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+5 eff.) Physical crit. chance: +3.0% Physical power: +20 (+4 eff.) Changes stats: +12 Dex / +5 Wil / +7 Cun Changes resistances: +2% physical Mental save: +10 (+2 eff.) Only die when reaching: -20.00 life Rings can have magical properties. |
Emadhemissra the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Dex / +5 Wil / +7 Cun Critical mult.: +5.00% Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
SparkstreakerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun / +1 Wil Changes resistances penetration: +10% lightning Changes damage: +6% light Maximum encumbrance: +21 Mindpower: +5 (+1 eff.) Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold ring 'Haredan'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Dex / +7 Con Changes resistances: +26% lightning / +12% physical Changes damage: +13% lightning / +12% physical Physical save: +14 (+4 eff.) Only die when reaching: -60.00 life Maximum psi: +40.00 Rings can have magical properties. |
pixie's stralite ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +4 Mag Life regen: +11.00 Maximum life: +56.00 Spellpower: +7 (+1 eff.) Healing mod.: +14% Rings can have magical properties. |
savage's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+3 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +20% Maximum stamina: +16.00 Rings can have magical properties. |
steel ring 'Balatoldil'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+0 eff.) Fatigue: -5% Changes stats: +2 Dex / +4 Mag / +4 Wil Critical mult.: +5.00% Maximum encumbrance: +20 Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life Spellpower: +8 (+2 eff.) Rings can have magical properties. |
treant's stralite ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Defense: +14 (+3 eff.) Changes resistances: +9% nature / +10% blight Poison immunity: +15% Disease immunity: +14% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Unlightclash'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +8 Wil / +7 Mag Changes resistances: +30% acid / +25% lightning / +26% cold / +9% mind / +29% fire Changes damage: +9% mind / +6% darkness Maximum psi: +40.00 Spellpower: +29 (+7 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +2% Rings can have magical properties. |
dwarven-steel mace 'Blazeroar' (28-39.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 30 Damage (Melee): +11 blight When wielded/worn: Physical power: +30 (+6 eff.) Changes resistances: +6% light Changes damage: +12% physical Physical save: +15 (+4 eff.) Disease immunity: +19% Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) 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 (+12 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 Activation costs 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." |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Nacrush's DecimatorRequires: - Dexterity 30 - Strength 25 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Attack speed: 100% Dam. multiplier: 120% Firing range: +5 Travel speed: +600% Attacks use: 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
gunslinger's stralite steamgun of natureRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +0.0% Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +18 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +9% nature Changes damage: +12% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Nerilena'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Damage (Ranged): +20 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +15.0% Physical power: +14 (+3 eff.) Changes stats: +7 Str / +11 Mag Changes damage: +9% blight / +20% cold / +12% arcane Disarm immunity: +10% Maximum vim: +30.00 Spellpower: +30 (+7 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Voriseth the Earthstun (20-30 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.0 - 30.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 Damage (Melee): +12 nature Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +8 light Attacks use: 1.0 Steam When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +4 Str Changes resistances: +9% nature Changes resistances penetration: +15% nature Changes damage: +8% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw 'Salulle' (13-19.5 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 13.0 - 19.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +22 On weapon hit: * 12% chance to reduce all saves and defense by 39 Damage (Melee): +7 mind Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to slow global speed by 68% Changes stats: +2 Str / +1 Dex / +1 Wil / +1 Cun Changes resistances: +6% blight / +11% physical / +3% nature Changes resistances penetration: +5% acid Talent granted: +1 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! |
steel steamsaw of cold resistance (+15%) (14.5-21.75 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.5 - 21.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +22 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% cold Talent granted: +1 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! |
ToxinmarrowInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +0% Changes resistances: +6% lightning / +9% light / +6% blight / +24% fire / +6% acid Changes damage: +12% nature / +6% mind Maximum encumbrance: +0 Physical save: +14 (+4 eff.) Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
ZanyfangCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +13 (+3 eff.) Stealth bonus: +6 Disease immunity: +10% A belt that goes around your waist. |
ZerodoldilInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +2 Con Changes resistances penetration: +5% physical Maximum life: +30.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
cleansing rough leather belt of lifeInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +5% blight Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. |
drakeskin leather belt 'Polytta'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +13 Defense: +15 (+3 eff.) Changes stats: +10 Cun / +6 Mag Changes resistances: +6% arcane Changes resistances penetration: +10% mind Physical save: +35 (+9 eff.) Spell save: +14 (+4 eff.) Mental save: +3 (+1 eff.) Mana each turn: +0.60 Maximum mana: +60.00 Mindpower: +21 (+5 eff.) Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Sunreign'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +3 Fatigue: +0% Damage when hit (Melee): 8 light / 6 acid Changes stats: +5 Str Changes resistances: +9% light / +6% physical / +15% darkness / +9% nature Changes damage: +9% light Maximum encumbrance: +0 Physical save: +6 (+2 eff.) A belt that goes around your waist. |
hardened leather belt 'Ivileth'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Fatigue: +0% Effects on melee hit: * 20% chance to slow global speed by 68% * 20% chance to reduce armor by 40% Changes stats: +5 Cun / +11 Dex Changes resistances: +9% nature / +12% blight Critical mult.: +15.00% Maximum encumbrance: +0 Spell save: +12 (+4 eff.) Mental crit. chance: +11% A belt that goes around your waist. |
rough leather belt 'Smolderoozer'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% nature / +12% fire Changes damage: +9% lightning / +6% fire Maximum life: +30.00 A belt that goes around your waist. |
Alaromilin the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Changes stats: +1 Cun Changes resistances: +0% lightning Changes resistances penetration: +10% mind Stun/Freeze immunity: +0% Equilibrium when hit: +0.08 Maximum life: +32.00 Mindpower: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Issutodin (2 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Changes stats: +7 Str / +4 Wil Changes resistances: +0% lightning / +5% physical / +13% cold Reduces incoming crit damage: 10.00% Spell save: +18 (+5 eff.) Stun/Freeze immunity: +0% Teleport immunity: +20% Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oliromifast (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes stats: +4 Str / +5 Dex / +2 Cun Changes resistances: +0% lightning / +0% cold / +6% mind / +0% nature Stun/Freeze immunity: +0% Maximum life: +49.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / -30% arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +10% lightning / +10% darkness / -30% arcane / +10% fire / +10% nature / +10% cold It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Glareransom the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances penetration: +15% nature Changes damage: +3% light / +9% mind Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Infernomalice the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Lck / +5 Dex Changes resistances: +5% arcane / +6% cold Changes damage: +3% fire Stealth bonus: +8 Spell save: +9 (+3 eff.) Pinning immunity: +20% Maximum life: +100.00 A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Silibrewen the Torchstinger (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: +2% Mental save: +3 (+1 eff.) Cut immunity: +20% Disarm immunity: +20% Life regen: +2.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Singeterror (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Effects on melee hit: * 20% chance to reduce all saves and defense by 39 * 20% chance to reduce armor by 40% Damage when hit (Melee): 10 mind Changes resistances: +15% acid / +9% darkness / +33% fire / +15% lightning / +15% cold Changes damage: +24% mind A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of iron boots 'Aralaith' (5 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Defense: +5 (+1 eff.) Fatigue: +2% Disease immunity: +10% Disarm immunity: +10% Life regen: +2.00 Maximum life: +20.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Icequake (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +3 Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Cun / +6 Con Changes resistances: +3% lightning / +6% fire / +11% darkness / +9% cold Changes damage: +12% cold Physical save: +25 (+7 eff.) Spell save: +16 (+5 eff.) Mental save: +14 (+3 eff.) Disarm immunity: +82% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xerayatta the Taintbrawn (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% cold Changes resistances penetration: +10% nature Changes damage: +3% nature / +6% cold Disarm immunity: +0% Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
storm iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +3 Str Changes resistances: +5% lightning Changes damage: +4% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinovea (15 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +15 (+3 eff.) Fatigue: +1% Changes stats: +1 Str / +4 Dex / +0 Cun Changes resistances: +5% cold / +5% fire Mental save: +0 (+0 eff.) Maximum stamina: +10.00 A hat made of leather. Very stylish. |
Lisyrin (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +0 Cun Changes resistances: +6% blight / +6% nature / +3% light Critical mult.: +5.00% Mental save: +0 (+0 eff.) Blindness immunity: +20% Life regen: +2.00 A cap made of leather. |
Sunstinger the rough leather cap (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+3 eff.) Fatigue: +1% Changes stats: +0 Cun Changes damage: +6% light Physical save: +11 (+3 eff.) Mental save: +9 (+2 eff.) Pinning immunity: +10% A cap made of leather. |
stabilizing iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +0 Cun Physical save: +10 (+3 eff.) Mental save: +0 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel mail armour 'Dimsweeper' (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +6% physical / +6% mind / +15% darkness Mental save: +36 (+9 eff.) Maximum hate: +2.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Chudig the Rootcut (0 def, 26 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +12% Damage (Melee): 46 acid / 45 fire Damage when hit (Melee): 32 acid / 30 fire Changes stats: +6 Wil Changes resistances: +55% acid / +54% fire / +10% arcane Changes resistances penetration: +10% nature Changes damage: +6% arcane / +3% nature Physical save: +15 (+4 eff.) Spell save: +25 (+7 eff.) Mana when firing critical spell: +2.37 Spellpower: +10 (+2 eff.) Spell crit. chance: +1% A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour)Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+8 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+9 eff.) Spell save: +35 (+9 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+6 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Tidehunt the voratun plate armour (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +8 Str / +9 Cun / +9 Wil Changes resistances: +68% cold / +17% darkness / +15% physical Changes resistances penetration: +15% blight / +10% cold Changes damage: +12% acid / +12% blight Mental save: +24 (+6 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Wretchdare (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +1.0% Armour: +16 Fatigue: +22% Effects on melee hit: * 24% chance to slow global speed by 68% * 20% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 4 physical Changes stats: +9 Cun / +19 Wil Changes resistances: +45% blight / +60% darkness / +9% mind Changes damage: +9% blight Mental save: +49 (+12 eff.) Light radius: +4 A suit of armour made of metal plates. |
voratun plate armour 'Toruneg' (0 def, 26 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +12% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 8 blight Changes resistances: +15% acid / +15% physical / +15% fire / +12% cold / +15% lightning Changes resistances penetration: +10% blight Talent cooldown: Rush (-5 turns) Physical save: +15 (+4 eff.) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +40% Life regen: +8.00 Stamina each turn: +2.50 Mana when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +48.00 Spell crit. chance: +1% Light radius: +2 See invisible: +6 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +10% fire / +15% cold Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Shield usage training - Cunning 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Cun Damage type: Ice Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Zyhor (0 def, 4 armour, 11.5-13.8 power, 77 block)Requires: - Shield usage training - Cunning 16 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.5 - 13.8 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +77 Damage (Melee): +12 physical When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +16% acid / +12% physical Talent granted: +1 Block Spell save: +9 (+3 eff.) Only die when reaching: -20.00 life Maximum life: +45.00 Maximum hate: +2.00 Slows Projectiles: +10% Bonus block near projectiles: +18 Handheld deflection devices. |
coruscating voratun shield of earthen fury (0 def, 13 armour, 70-84 power, 206.5 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +206 On weapon hit: * Deal physical damage equal to your armor (115) Damage (Melee): +16 fire When wielded/worn: Armour: +13 Fatigue: +8% Damage when hit (Melee): 14 fire Changes stats: +2 Str Changes resistances: +13% fire Talent granted: +1 Block Handheld deflection devices. |
icy voratun shield of shrapnel (0 def, 10 armour, 68.5-82.2 power, 199 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +199 When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 31 cold Damage when hit (Melee): 12 ice On shield block: * Cause enemies within radius 6 to bleed for 307 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 8-9.6 power, 23.5 block)Requires: - Shield usage training - Cunning 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of cold resistance (+16%) (0 def, 4 armour, 8.5-10.2 power, 43.5 block)Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +44 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
10 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. |
1447 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. |
8 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. |
6 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. |
14 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 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 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. |
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. |
7 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
11 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. |
10 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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 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. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ArcwillCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +5% arcane Changes damage: +6% lightning Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Maximum life: +80.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eclipsemire of the BlightspawnInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects when hit in melee: * 34% chance to reduce damage dealt by 32% * 30% chance to reduce strength, dexterity, and constitution by 30 Changes resistances: +9% lightning / +6% acid / +15% cold / +6% fire / +3% all Spell save: +11 (+3 eff.) Mental save: +8 (+2 eff.) Maximum life: +43.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +6% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
EilinythInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +1 Con Changes resistances penetration: +10% acid Reduces incoming crit damage: 5.00% Mental save: +6 (+1 eff.) Light radius: +3 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
MucusgrindPowered by arcane forces Crafted by a master Infused by psionic forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Damage when hit (Melee): 4 mind Changes stats: +16 Mag / +7 Wil / +11 Cun Changes resistances: +9% temporal / +9% mind / +6% nature Changes resistances penetration: +10% nature Changes damage: +15% mind / +3% nature Spellpower: +34 (+8 eff.) Light radius: -1 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Light radius: +3 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
67 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
17 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. |
17 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. |
8 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. |
9 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 13] simple frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 160] simple healing salve [power 160]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 160 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
pouch of iron shots (15/15, 12.5-15 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Hurulin' (17/17, 46-55.2 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * 21% chance to reduce all saves and defense by 39 Damage (Ranged): +28 cold / +21 mind / +21 arcane Damage (radius 2) on crit: +21 mind / +13 cold When wielded/worn: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of corruption (24/24, 52-62.4 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 When this weapon hits: Curse of Death (20% chance level 5). On weapon hit: * 20% chance to knock the target back 3 spaces and deal 269 physical damage Damage (Ranged): +30 physical When wielded/worn: Shots are used with slings to pummel your foes to death. |
storming pouch of iron shots of accuracy (12/12, 17-20.4 power, 1 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 17.0 - 20.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 Damage (Ranged): +9 lightning Damage (radius 2) on crit: +5 lightning Shots are used with slings to pummel your foes to death. |
crude acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 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! |
crude magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +1 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
good acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 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! |
iron grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +6% lightning Stun/Freeze immunity: +10% Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +2 Cun Mental save: +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
mastercraft 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! |
mastercraft focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 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! |
stralite crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
voratun viral needlegunPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +15% nature / +15% cold Tinkers can be attached to normal items to improve them with steam power! |
Layytha [power 51] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Con Reduces incoming crit damage: 10.00% See invisible: +3 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Ravenwalker the voratun torque of mindblast [power 355] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce damage dealt by 32% Damage when hit (Melee): 12 darkness Changes resistances penetration: +5% nature / +10% cold Changes damage: +9% cold It can be used to blast the opponent's mind dealing 368 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 42% for 2 turns. * Heal for 95. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Velariabeth [power 93] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +3% nature Changes damage: +12% mind Stun/Freeze immunity: +20% Maximum life: +100.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Healing mod.: +20% It can be used to setup a psionic shield, reducing all damage taken by 93 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 71. Torques are made by powerful psionics to store psionic powers. |
Yaridunagar the iron torque of mindblast [power 55] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +5 Con / +2 Mag See invisible: +3 It can be used to blast the opponent's mind dealing 57 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of mindblast [power 105] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 68% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
cleansing yew totem of healing [power 246] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 246 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Elenahad [power 420] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Critical mult.: +20.00% Mana when firing critical spell: +2.11 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spell crit. chance: +6% It can be used to create a shield absorbing up to 420 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Reduce 3 talent cooldowns by 2. * Reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
6 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. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 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. |
15 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. |
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. |
9 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. |
10 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Skeletal Annihilation the Skeleton Annihilator level 36
4th Mirth 123rd year of Ascendancy at 02:05 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Skeletal Annihilation the Skeleton Annihilator level 50
44th Haze 124th year of Ascendancy at 03:08 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Skeletal Annihilation the Skeleton Annihilator level 36
1st Mirth 123rd year of Ascendancy at 23:19 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Skeletal Annihilation the Skeleton Annihilator level 42
48th Dusk 123rd year of Ascendancy at 08:36 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Skeletal Annihilation the Skeleton Annihilator level 50
66th Regrowth 124th year of Ascendancy at 16:48 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Skeletal Annihilation the Skeleton Annihilator level 50
24th Haze 124th year of Ascendancy at 09:47 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Skeletal Annihilation the Skeleton Annihilator level 41
44th Dusk 123rd year of Ascendancy at 17:37 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Skeletal Annihilation the Skeleton Annihilator level 38
4th Dusk 123rd year of Ascendancy at 18:31 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Skeletal Annihilation the Skeleton Annihilator level 6
78th Dusk 122nd year of Ascendancy at 04:11 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Skeletal Annihilation the Skeleton Annihilator level 42
45th Haze 123rd year of Ascendancy at 10:17 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Skeletal Annihilation the Skeleton Annihilator level 40
39th Dusk 123rd year of Ascendancy at 20:20 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Skeletal Annihilation the Skeleton Annihilator level 29
35th Regrowth 123rd year of Ascendancy at 23:55 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Skeletal Annihilation the Skeleton Annihilator level 26
30th Regrowth 123rd year of Ascendancy at 16:11 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Skeletal Annihilation the Skeleton Annihilator level 50
9th Decay 124th year of Ascendancy at 12:14 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Skeletal Annihilation the Skeleton Annihilator level 19
80th Haze 122nd year of Ascendancy at 12:04 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skeletal Annihilation the Skeleton Annihilator level 37
5th Flare 123rd year of Ascendancy at 02:56 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Skeletal Annihilation the Skeleton Annihilator level 50
5th Decay 124th year of Ascendancy at 13:10 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Skeletal Annihilation the Skeleton Annihilator level 43
45th Haze 123rd year of Ascendancy at 16:48 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skeletal Annihilation the Skeleton Annihilator level 30
2nd Pyre 123rd year of Ascendancy at 20:08 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Skeletal Annihilation the Skeleton Annihilator level 50
67th Regrowth 124th year of Ascendancy at 02:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Skeletal Annihilation the Skeleton Annihilator level 10
15th Haze 122nd year of Ascendancy at 19:28 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Skeletal Annihilation the Skeleton Annihilator level 20
1st Decay 122nd year of Ascendancy at 01:47 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Skeletal Annihilation the Skeleton Annihilator level 30
1st Pyre 123rd year of Ascendancy at 03:11 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Skeletal Annihilation the Skeleton Annihilator level 40
39th Dusk 123rd year of Ascendancy at 03:11 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Skeletal Annihilation the Skeleton Annihilator level 50
62nd Regrowth 124th year of Ascendancy at 23:23 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Skeletal Annihilation the Skeleton Annihilator level 50
12nd Haze 124th year of Ascendancy at 02:09 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Skeletal Annihilation the Skeleton Annihilator level 50
43rd Haze 124th year of Ascendancy at 06:52 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Skeletal Annihilation the Skeleton Annihilator level 50
8th Pyre 124th year of Ascendancy at 02:26 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Skeletal Annihilation the Skeleton Annihilator level 15
52nd Haze 122nd year of Ascendancy at 20:20 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Skeletal Annihilation the Skeleton Annihilator level 49
50th Regrowth 124th year of Ascendancy at 22:46 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Skeletal Annihilation the Skeleton Annihilator level 37
1st Flare 123rd year of Ascendancy at 04:07 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Skeletal Annihilation the Skeleton Annihilator level 40
40th Dusk 123rd year of Ascendancy at 03:19 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Skeletal Annihilation the Skeleton Annihilator level 50
9th Decay 124th year of Ascendancy at 12:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Skeletal Annihilation the Skeleton Annihilator level 6
3rd Haze 122nd year of Ascendancy at 07:42 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Skeletal Annihilation the Skeleton Annihilator level 46
14th Regrowth 124th year of Ascendancy at 16:41 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Skeletal Annihilation the Skeleton Annihilator level 38
23rd Dusk 123rd year of Ascendancy at 20:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Skeletal Annihilation the Skeleton Annihilator level 13
27th Haze 122nd year of Ascendancy at 01:45 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Skeletal Annihilation the Skeleton Annihilator level 50
2nd Mirth 124th year of Ascendancy at 08:13 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Skeletal Annihilation the Skeleton Annihilator level 19
80th Haze 122nd year of Ascendancy at 05:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Skeletal Annihilation the Skeleton Annihilator level 14
38th Haze 122nd year of Ascendancy at 07:27 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Skeletal Annihilation the Skeleton Annihilator level 35
1st Mirth 123rd year of Ascendancy at 03:25 see stats
Log
Atamathon the Giant Golem hits Skeletal Annihilation for (218 absorbed), 0 fire, (33 absorbed), 0 fire, (7 absorbed), 0 acid, (12 absorbed), 0 physical, (12 absorbed), 0 light, (10 absorbed), 0 cold, (4 absorbed), 0 arcane, (6 absorbed), 0 cold, (8 absorbed), 0 light, (5 absorbed), 0 fire, (12 absorbed), 0 light, (5 absorbed), 0 cold (0 total damage).
Skeletal Annihilation is pulled in!
Atamathon the Giant Golem speeds up.
Atamathon the Giant Golem reflects damage back to Skeletal Annihilation!
Atamathon the Giant Golem hits Skeletal Annihilation for (140 absorbed), 0 fire, (148 absorbed), 0 light, (221 absorbed), 0 physical, (22 absorbed), 0 fire (0 total damage).
Burning Phosphorous from Skeletal Annihilation hits Atamathon the Giant Golem for 21 fire damage.
Your shield crumbles under the damage!
The shield around Skeletal Annihilation crumbles.
Atamathon the Giant Golem's fire burn area effect hits Skeletal Annihilation for (14 absorbed), (62 exoskeleton), 62 fire (62 total damage).
Atamathon the Giant Golem uses Knockback.
Skeletal Annihilation resists the knockback!
Atamathon the Giant Golem reflects damage back to Skeletal Annihilation!
Atamathon the Giant Golem hits Skeletal Annihilation for (536 reactive armor), (211 exoskeleton), 211 arcane, (19 exoskeleton), 19 blight, (4 exoskeleton), 4 fire, (4 exoskeleton), 4 darkness (237 total damage).
Melee retaliation hits Atamathon the Giant Golem for 7 fire, 7 darkness (14 total damage).
Atamathon the Giant Golem reflects damage back to Skeletal Annihilation!
Skeletal Annihilation's Reactive Armor hits Atamathon the Giant Golem for 101 physical, 5 acid, 7 physical, 11 light, 10 cold, 2 arcane, 6 cold, 8 light, 5 fire (155 total damage).
Atamathon the Giant Golem hits Skeletal Annihilation for (71 exoskeleton), 95 physical, (0 exoskeleton), 7 acid, (0 exoskeleton), 12 physical, (0 exoskeleton), 12 light, (0 exoskeleton), 10 cold, (0 exoskeleton), 4 arcane, (0 exoskeleton), 6 cold, (0 exoskeleton), 8 light, (0 exoskeleton), 5 fire (159 total damage).
Burning from Atamathon the Giant Golem hits Skeletal Annihilation for (0 exoskeleton), 119 fire (119 total damage).
Skeletal Annihilation's Rocket Pod performs a ranged critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem reflects damage back to Skeletal Annihilation!
Skeletal Annihilation's Rocket Pod hits Atamathon the Giant Golem for 186 fire, 31 fire, 5 acid, 7 physical, 11 light, 10 cold, 2 arcane, 6 cold, 8 light, 5 fire, 11 light, 5 cold (289 total damage).
Atamathon the Giant Golem hits Skeletal Annihilation for (32 exoskeleton), 163 fire, (0 exoskeleton), 33 fire, (0 exoskeleton), 7 acid, (0 exoskeleton), 12 physical, (0 exoskeleton), 12 light, (0 exoskeleton), 10 cold, (0 exoskeleton), 4 arcane, (0 exoskeleton), 6 cold, (0 exoskeleton), 8 light, (0 exoskeleton), 5 fire, (0 exoskeleton), 12 light, (0 exoskeleton), 5 cold (278 total damage).
Skeletal Annihilation is pulled in!
Atamathon the Giant Golem reflects damage back to Skeletal Annihilation!
Burning Phosphorous from Skeletal Annihilation hits Atamathon the Giant Golem for 21 fire damage.
Atamathon the Giant Golem hits Skeletal Annihilation for (0 exoskeleton), 22 fire, (0 exoskeleton), 140 fire, (0 exoskeleton), 148 light, (0 exoskeleton), 221 physical (531 total damage).
Atamathon the Giant Golem's fire burn area effect hits Skeletal Annihilation for (0 exoskeleton), 137 fire (137 total damage).
Atamathon the Giant Golem casts Eye Beam.
Saving game...



































































































































































































