









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Female |
Race | Whitehoof |
Class | Sun Paladin |
Level / Exp | 32 / 98% |
Size | medium |
Lifes / Deaths | Killed by losselhing at level 16 on the 6th Revenge 124th year of Ascendancy at 00:13 5 / 1 |
Primary Stats
Strength | 80 (base 60) |
Dexterity | 20 (base 15) |
Constitution | 33 (base 13) |
Magic | 72 (base 45) |
Willpower | 28 (base 12) |
Cunning | 33 (base 20) |
Resources
Mana | 276/276 |
Life | 978/978 |
Positive | 30/53 |
Stamina | 258/258 |
Steam | 100/100 |
Healing Factor | 1.1699507389163 |
Regeneration | 0.29248768472907 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +130% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 72 |
Accuracy | 22 |
Crit Chance | 60% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 51 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Cold | +33% |
Light | +48% |
Fire | +28% |
All | +18% |
Defense: Base
Armour (hardiness) | 44 (50%) |
Defense | 31 |
Ranged Defense | 36 |
Fatigue | 22 |
Physical Save | 48 |
Spell Save | 46 |
Mental Save | 35 |
Defense: Resistances
Acid | + 23%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 49%( 70%) |
All | + 9%( 70%) |
Lightning | + 47%( 70%) |
Light | + 20%( 70%) |
Temporal | + 21%( 70%) |
Darkness | + 47%( 70%) |
Fire | + 27%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Bleed Resistance | 100% |
Silence Resistance | 50% |
Stun Resistance | 56% |
Pinning Resistance | 27% |
Poison Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 164 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Whitehooves | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Retribution |
talent | Second Life |
talent | Premonition |
talent | Shield of Light |
talent | Chant of Resistance |
beneficial effect | You have 6 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Changes stats: +3 Str / +2 Con Maximum encumbrance: +26 Physical save: +10 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +7% darkness Changes damage: +7% light Damage affinity(heal): +5% light Spellpower: +6 (+2 eff.) Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 57.60 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Spellpower: +10 (+4 eff.) Movement speed: +10% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Talent granted: +1 Sand Shredder Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 140 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. This item has been sent to the Item's Vault. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +6 Mag / +5 Wil / +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 15.15 cold and 13.44 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane / 20 light Changes stats: +3 Wil Changes resistances: +14% lightning / +13% temporal Changes damage: +3% light Pinning immunity: +27% Stun/Freeze immunity: +26% Knockback immunity: +30% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Armour penetration: +13 Physical crit. chance: +21.0% Changes resistances: +6% acid / +5% arcane / +3% darkness Critical mult.: +30.00% Spell save: +10 (+3 eff.) Sharp, long, and deadly. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +5 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 16 lightning Changes stats: +5 Cun / +6 Dex Changes resistances: +5% arcane / +18% lightning Critical mult.: +9.00% Maximum encumbrance: +28 Mental crit. chance: +10% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +218 Damage against: +25% Dragon / +10% Horror When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes stats: +2 Str / +3 Wil / +6 Con Talent granted: +4 Block Physical save: +11 (+4 eff.) Mental save: +30 (+12 eff.) Only die when reaching: -80.00 life Maximum life: +20.00 Heals friendly targets nearby when you use a nature summon: +30 Handheld deflection devices. |
Cloak | ![]() Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. This item has been sent to the Item's Vault. |
Main armor | ![]() Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Armour Hardiness: +20% Defense: +12 (+6 eff.) Fatigue: +11% Changes resistances: +5% all Talent granted: +1 Life Support Physical save: +25 (+8 eff.) Only die when reaching: -200.00 life You cannot bleed. When you take damage, if your life is under 20%, heal for 30% of your max life. (15 turn cooldown) "We've done it, men. We cured death." This item has been sent to the Item's Vault. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 74%. 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.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 55%. 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.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 84%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 177.42 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 55 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 7 turns. This enchantment increases your accuracy and armour by 14 and adds 17 arcane damage to all your hits. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 315 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 190 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 100 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +0.90 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes damage: +6% blight / +7% fire Critical mult.: +11.00% Physical save: +10 (+3 eff.) Life regen: +1.10 Maximum life: +39.00 Spellpower: +6 (+2 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Blindness immunity: +23% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Defense: +8 (+4 eff.) Changes damage: +5% all Spellpower: +7 (+3 eff.) Mindpower: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 99% 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. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +10 Defense: +10 (+5 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 99% 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% nature Changes damage: +12% nature Physical save: +6 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +24% Life regen: +0.80 Rings can have magical properties. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +4 arcane Burst (radius 1) on hit: +8 blight / +23 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Damage when hit (Melee): 20 blight Changes resistances: +5% arcane Critical mult.: +23.00% Massive two-handed mauls. This item has been sent to the Item's Vault. |
![]() Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+6 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 16 power out of 16/16) : Effective talent level: 4.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 8 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Cun Changes resistances: +12% acid / +6% cold Changes damage: +35% acid Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Physical save: +32 (+11 eff.) Poison immunity: +30% Knockback immunity: +10% Maximum pos.energy: +44.00 Spellpower: +16 (+6 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 120% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +5% darkness / +25% physical Damage affinity(heal): +20% darkness Talent granted: +1 Command Staff Stealth bonus: +20 Spellpower: +15 (+5 eff.) Spell crit. chance: +15% Talent on hit(spell): Galactic Pulse (15% chance level 3). A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
![]() Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 26.0 - 39.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +12 light When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 10% chance to blind Changes stats: +2 Mag / +5 Con Changes resistances: +10% light 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! |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 darkness Changes resistances: +6% lightning / +6% fire / +6% darkness / +6% cold Changes damage: +3% darkness Critical mult.: +8.00% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +12% mind / +6% acid Changes resistances penetration: +25% mind Changes damage: +9% mind Physical save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Mag / +3 Wil / +2 Con Physical save: +5 (+2 eff.) Maximum life: +43.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Fatigue: +5% Changes damage: +10% physical Talent mastery: +0.20 Chronomancy / Gravity Pinning immunity: -10% Stun/Freeze immunity: +20% Knockback immunity: +20% These boots warp gravity around them, making them exceptionally sturdy. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +2% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Dex / +4 Cun / +3 Con Physical save: +15 (+5 eff.) Mental save: +13 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 99% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +7 Changes stats: +4 Str Mental save: +7 (+4 eff.) Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 57.60 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. This item has been sent to the Item's Vault. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Dex / +3 Con Changes resistances: +16% darkness Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +1 Con Changes damage: +7% arcane Mana each turn: +1.00 Mana when hit: +1.00 Maximum mana: +50.00 Spellpower: +6 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +5% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 darkness Changes resistances: +9% light / +8% fire / +6% darkness / +8% cold Changes resistances penetration: +25% light Changes damage: +6% light Light radius: +2 A cap made of leather. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +148 Damage (Melee): +14 acid / +14 light When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 12% chance to corrode armour by 30% * 10% chance to blind Changes stats: +2 Mag / +7 Con Changes resistances: +11% acid / +12% light Talent granted: +4 Block Handheld deflection devices. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +144 Damage (Melee): +12 light / +13 acid When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 22% chance to blind * 12% chance to corrode armour by 30% Changes stats: +1 Mag / +6 Con Changes resistances: +13% light / +12% acid Talent granted: +4 Block Handheld deflection devices. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 Damage (Melee): +13 lightning When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 11% chance to daze at end of turn Changes stats: +3 Dex / +2 Wil Changes resistances: +12% lightning / +18% cold / +15% light / +13% darkness Talent granted: +3 Block Knockback immunity: +10% Teleport immunity: +20% Handheld deflection devices. |
Stability StabilityRequires: - Magic 20 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes resistances: +20% physical / +20% mind / +20% temporal Reduce damage by fixed amount: +3 all Maximum wards: +3 physical / +3 mind / +3 temporal Talent granted: +3 Ward Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Slows Projectiles: +20% Much heavier than you expected, yet when you hold it, you feel more steady and stable. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +2 Cun / +2 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.4 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 151.87 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 151.87 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful fiery salve [power 13] powerful fiery salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 90% efficiency and 110% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (13% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 13] powerful frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 90% efficiency and 110% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (13% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 177] powerful healing salve [power 177]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 90% efficiency and 110% cooldown modifier. It can be used to heal 177, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 153] powerful pain suppressor salve [power 153]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 90% efficiency and 110% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -153 life and reduces all damage by 17% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful unstoppable force salve [power 45] powerful unstoppable force salve [power 45]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 90% efficiency and 110% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 45 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
powerful water salve [power 13] powerful water salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 90% efficiency and 110% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (13% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% fire / +5% arcane / +15% cold It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. 100% chance to regenerate 4 stamina. 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 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. |
![]() 0.00 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. |
Achievements
By Velyra the Whitehoof Sun Paladin level 3
11st Retaking 124th year of Ascendancy at 18:12 see stats
By Velyra the Whitehoof Sun Paladin level 11
29th Retaking 124th year of Ascendancy at 05:08 see stats
By Velyra the Whitehoof Sun Paladin level 26
43rd Revenge 124th year of Ascendancy at 19:33 see stats
By Velyra the Whitehoof Sun Paladin level 10
26th Retaking 124th year of Ascendancy at 14:46 see stats
By Velyra the Whitehoof Sun Paladin level 20
15th Revenge 124th year of Ascendancy at 02:29 see stats
By Velyra the Whitehoof Sun Paladin level 30
15th Dearth 124th year of Ascendancy at 21:20 see stats
By Velyra the Whitehoof Sun Paladin level 32
27th Dearth 124th year of Ascendancy at 13:13 see stats
By Velyra the Whitehoof Sun Paladin level 26
43rd Revenge 124th year of Ascendancy at 05:18 see stats
By Velyra the Whitehoof Sun Paladin level 22
39th Revenge 124th year of Ascendancy at 04:01 see stats
By Velyra the Whitehoof Sun Paladin level 18
11st Revenge 124th year of Ascendancy at 00:52 see stats
Log
Today is the 41st Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 16:48.
Velyra deactivates Weapon of Light.
Velyra deactivates Shield of Light.
Velyra deactivates Premonition.
Velyra deactivates Chant of Resistance.
Velyra deactivates Retribution.
Velyra deactivates Weapon of Wrath.
Velyra deactivates Second Life.