









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.5.9Official 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 39 / 83% |
| Size | big |
| Lifes / Deaths | Killed by red crystal at level 9 on the 9th Mirth 122nd year of Ascendancy at 07:43 0 / 8Killed by Yvikira the sandworm at level 11 on the 5th Flare 122nd year of Ascendancy at 01:02 Killed by Cahi the Invoker at level 19 on the 31st Haze 122nd year of Ascendancy at 18:32 Killed by Glyvena the brown bear at level 20 on the 46th Haze 122nd year of Ascendancy at 01:28 Killed by Ivukira the giant black ant at level 23 on the 2nd Decay 122nd year of Ascendancy at 16:49 Killed by Eligann the gelatinous cube at level 30 on the 7th Pyre 123rd year of Ascendancy at 18:56 Killed by Saleba the greater gwelgoroth at level 37 on the 68th Dusk 123rd year of Ascendancy at 00:33 Killed by Doomed Shade of Brainstabs McGee at level 39 on the 42nd Haze 123rd year of Ascendancy at 14:08 |
| Antimagic | Follower |
Primary Stats
| Strength | 92 (base 11) |
| Dexterity | 50 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 77 (base 60) |
| Cunning | 105 (base 60) |
Resources
| Life | -78/708 |
| Steam | 30/100 |
| Equilibrium | 30 |
| Psi | 92/97 |
| Healing Factor | 1.44375 |
| Regeneration | 1.0828125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +86.27158060095% |
| Spell | 0% |
| Global | +85.09160267164% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 45.74674930024 |
| See Invisible | 45.74674930024 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 140 |
| Accuracy | 62 |
| Crit Chance | 71% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +18% |
| Light | +16% |
| Fire | +15% |
| All | +6% |
Offense: Damage Penetration
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 29.551211628464 (74.117647058824%) |
| Defense | 37 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 41 |
| Mental Save | 50 |
Defense: Resistances
| Blight | -11%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 33%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 35%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 21%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 10% |
| Teleport Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 55% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 49% |
Inscriptions (3/3)
| 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 131% efficiency and cooldown mod of 56%. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 215 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Charged Aura |
| talent | Deflect Projectiles |
| talent | Charged Shield |
| talent | Augmentation |
| talent | Skate |
| talent | Kinetic Aura |
| talent | Antimagic Shield |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 10. Illness |
| beneficial effect | The target is recovering 15 life each turn. Recovery |
| detrimental effect | Reduces global action speed by 18%. Slow |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | You gain 32% resistance against lightning. Resolve |
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. | failed |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 162. | 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. You have been shown a secret entrance to his stronghold. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. * You've found the needed electric eel tail. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of bone giant dust. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed giant spider spinneret. * You've found the needed faerlhing fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. * You've found the needed mummified bone. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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
| Psionic focus | Obliterator (48-72 power, 10 apr) 5.0 T3 greatmaul 1H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 121% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% On Hit: * shock your foe dealing 31 damage and draining some of their resources Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (132 power, based on Willpower). Uses 10 power out of 4/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Brass Goggles (10 def, 0 armour) 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+4 eff.) Resists +20% fire Mind.save +0 (+0 eff.) Blind- +100% Silence- +40% ---------- misc Infravis +3 Sight +1 See.Stealth +0 See.Invis +0 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
| On feet | Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Phys.save +9 (+3 eff.) Pinning- +115% Knockbk- +15% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Tool | voratun pickaxe of delving (dig speed 24 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +5 Str +3 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Kilnfoe0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +14 (+7 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +12% blight +9% fire +6% all Res.pen +25% fire Melee Ret 12 fire On Hit (Melee): * 20% chance to disease ----- def ----- Resists +21% fire Rings can have magical properties. |
| On fingers | Tulehek the Shineschism0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Resists +15% fire Spell.save +20 (+6 eff.) Silence- +15% Knockbk- +10% Rings can have magical properties. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Genocide (42-67.2 power, 16 apr) 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 121% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +16 Crit +30.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Disarm- +100% Knockbk- +50% ---------- misc Talents +5 Iron Grip Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 147.46 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Around waist | Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Defense +10 (+4 eff.) Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +55% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 29/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| Cloak | Cloth of Dreams (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind +30% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Stun/Frz- +50% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 62 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour) 12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +4 Str +7 Dex +4 Mag +7 Wil +4 Cun +7 Con ----- def ----- Armour +12 Hardiness +0% Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
medical injector implant (efficiency 98% / cooldown 66%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 66%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 138% / cooldown 97%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd 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 97%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 126% / cooldown 97%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 97%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 160% / cooldown 76%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 76%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 188% / cooldown 66%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 123% / cooldown 97%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 97%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd 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. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.6 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 296)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 296 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 290)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 290 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 9 turns, die at -355)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -355 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 9 turns, die at -100)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -100 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 9 turns, die at -117)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -117 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 9 turns, die at -374)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -374 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 10 turns, die at -320)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -320 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 9 turns, die at -134)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -134 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (9 nature damage, 21% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 9.01 nature damage per turn for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (34 nature damage, 20% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 33.59 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (32 nature damage, 33% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 32.44 nature damage per turn for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the wizard (22 nature damage, 50% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 21.62 nature damage per turn for 7 turns, and reducing the target's healing received by 50%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (493% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 493% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (469% speed; 7 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (300% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (300% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (489% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 489% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (473% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 473% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (342% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 342% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 198 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 198 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 285 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 232 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 373 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 350 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 21; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the duelist (rad 6; power 46; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 23). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 46) for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 6; power 57; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 57) for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 5; power 62; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 31). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 62) for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 6; power 28; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 28) for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 15%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 23%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 20%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 20%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 12%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 20%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (458.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 412.66 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 16; dur 3)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Eclipsecrypt of the Blightspawn0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str -6 Mag ----- def ----- Resists +18% light +22% darkness Phys.save +51 (+17 eff.) Spell.save +56 (+18 eff.) Mind.save +32 (+10 eff.) Blind- +55% Poison- +15% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets can have magical properties. |
Hurosus0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +6 (+3 eff.) S.pwr/crit +8 ----- def ----- Resists +12% mind Spell.save +15 (+5 eff.) Confus- +23% ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Amulets can have magical properties. |
Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+4 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+3 eff.) Unleash a destructive wail, destroying terrain and dealing 263.09 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Str ----- def ----- Resists +10% nature +13% blight Poison- +30% Disease- +26% Amulets can have magical properties. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
copper amulet 'Sootnull'0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +11% blight +6% light +11% nature +3% darkness Poison- +20% Disease- +21% ---------- misc Light +1 Amulets can have magical properties. |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
copper amulet of mastery (0.11 Psionic / Psi-fighting)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Psionic/Psi-fighting Amulets can have magical properties. |
stralite amulet of dexterity (+4)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets can have magical properties. |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
warrior's stralite amulet of healing0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +9% physical Heal.mod +14% Cut- +60% ---------- misc Stam/turn +0.50 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 244 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Blindsnake of the Blightspawn0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Con dps ---------- Dmg.mod +6% mind Res.pen +5% mind Melee Ret 8 mind On Melee Ret: * 30% chance to disease * 33% chance to inflict 15% damage reduction ----- def ----- Resists +15% mind +6% lightning Spell.save +32 (+10 eff.) Mind.save +9 (+3 eff.) Confus- +34% ---------- misc Max.stam +44.00 Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Cuthirek0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Str +2 Wil dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% acid Acc +4 (+1 eff.) ----- def ----- Armour +4 Resists +30% acid HP.reg +1.00 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 37 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Samagohell0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +15% mind Res.pen +15% mind ----- def ----- Resists +9% mind +27% acid Mind.save +13 (+4 eff.) Confus- +44% Rings can have magical properties. |
Ulothel0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +6 Resists +9% blight +11% nature +3% mind Spell.save +24 (+8 eff.) Max.HP +30.00 Poison- +23% Disease- +17% Disarm- +24% Pinning- +29% Stun/Frz- +10% Knockbk- +25% ---------- misc Max.stam +25.00 Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +23% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
gold ring of clarity0.1 T3 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +24% Rings can have magical properties. |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 143% 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. |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings can have magical properties. |
mule's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Fatigue -5% Resists +22% acid ---------- misc Max.enc +22 Rings can have magical properties. |
treant's stralite ring of misery0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 14 bleed Ranged+ 16 bleed On Hit (Melee): * 17% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ----- def ----- Resists +5% nature +6% blight Poison- +18% Disease- +16% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 121% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 101% Cun Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 101% Cun Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+6 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Unstoppable Mauler (48-72 power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 121% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+5 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Wintertide (39-54.6 power, 10 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 39.0 - 54.6 Physical Uses 101% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 68.09 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 30 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Dedication (31-43.4 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 91% Wil, 20% Cun Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 16.0 - 17.6 Physical Uses 60% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% lightning 18% fire While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% acid +8% cold ----- def ----- Resists +8% acid +8% physical +8% fire +8% lightning +8% cold ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Corrosive Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 230.46 acid damage. Enemies caught in the acid have a 39% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
creative pulsing mindstar of flames (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic This natural fire should be returned to the wyrm. Power 13.0 - 14.3 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +8 (+2 eff.) All.spd +3% Dmg.mod +9% fire Res.pen +13% fire Melee Ret 14 fire ----- def ----- Resists +12% fire Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Murderfang's Surekill4.0 T3 steamgun 1H weapon [Unique] Steamtech Acc+ +0.1% dam / acc Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Broduhir the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +6.00% ----- def ----- Resists +8% fire +5% arcane +9% cold Mind.save +15 (+5 eff.) Max.HP +60.00 Stun/Frz- +10% A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Defense +0 (+0 eff.) Resists +20% blight +20% cold +20% nature Proj.slow +0% Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Erelar (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +3 Cun dps ---------- Mind.crit +2% Dmg.mod +21% mind Melee Ret 12 arcane ----- def ----- Defense +2 (+1 eff.) ---------- misc Equi/ret +0.16 Telepathy Dragon Demon/Major Demon/Minor A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thunderpall the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +7 Wil dps ---------- Mind.crit +7% Dmg.mod +9% darkness Res.pen +5% lightning +15% darkness Melee Ret 4 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +3 (+2 eff.) Phys.save +12 (+4 eff.) Mind.save +22 (+7 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerymira the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +5 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +0% lightning Phys.save +30 (+10 eff.) Spell.save -14 (-7 eff.) Die.at -80.00 life Stun/Frz- +0% ---------- misc Stam/turn +0.70 Mana/turn -0.17 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 54.54 to 68.18 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +6% Phys.save +0 (+0 eff.) Pinning- +585% Knockbk- +100% Teleport- +0% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 4 Travel.spd 400% of base Is a nature gift a mind power Description: Summons a tornado that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 59.06 lightning damage. When it reaches its target, it explodes in a radius of 3 for 106.96 lightning damage and 106.96 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 5 turns. The blast will ignore the talent user. The tornado will last for 4 turns, or until it reaches its target. Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
traveler's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +7 (+2 eff.) ---------- misc Max.enc +28 A pair of boots made of leather. |
Bloomransom the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +2 Dmg.mod +3% nature Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+1 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 233.10 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
scouring dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T3 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- On Melee Ret: * 20% chance to reduce effective powers by 20% * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+3 eff.) Disarm- +27% ---------- misc Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
scouring hardened leather gloves of archery (0 def, 2 armour)1.0 T3 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +7 (+1 eff.) Apr +6 On Melee Ret: * 19% chance to reduce effective powers by 20% * 21 arcane resource burn ----- def ----- Armour +2 Spell.save +9 (+3 eff.) Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 42.63 to 127.90 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+6 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Lightningrace (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% lightning Res.pen +20% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Murktaint the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con +3 Wil dps ---------- Phasing +20% Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Spell.save +30 (+10 eff.) ---------- misc Mana/turn +0.16 A hat made of leather. Very stylish. |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+5 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+5 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +0 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+6 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
499 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Coalshine the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% darkness Res.pen +10% fire Melee Ret 4 darkness ----- def ----- Resists +9% fire +10% nature +9% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 31 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +5 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +5 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Res.pen +18% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Nimbuskiss1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Dmg.mod +6% lightning Melee Ret 12 lightning 8 temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% lightning +6% temporal ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of clarity1.0 T3 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +3 See.Stealth +9 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
burglar's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: Stats +5 Cun ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light -7 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
23 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 320.62 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 230.66 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 227] powerful healing salve [power 227]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 227 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel saw projector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
stralite deflection field0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+4 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Baryrab the stralite torque of mindblast [power 265] (6 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun dps ---------- Phys.crit +2.0% ----- def ----- Heal.mod +5% ---------- misc Light +3 See.Invis +9 Wards +2 physical +4 mind +3 darkness Talents +1 Ward Fire a blast of psionic energies in a range 9 beam dealing 119.38 to 238.76 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
Belarimina the steel torque of thermal psionic shield [power 51] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex +3 Con dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +2% physical Die.at -40.00 life Max.HP +60.00 ---------- misc Stam/turn +0.40 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of kinetic psionic shield [power 53] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 85] (6 cooldown)2.0 T1 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 9 beam dealing 38.29 to 76.58 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of thermal psionic shield [power 51] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
warded steel torque of kinetic psionic shield [power 53] (20 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +1 physical +2 mind +1 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Persistant Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
overpowered elven-wood totem of healing [power 257] (29 cooldown)2.0 T4 totem charm [Ego+] Nature Heal a target within range 9 (based on Willpower) for 257 Puts all charms on 29 cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Brainstabs McGee the Cornac Mindslayer level 29
2nd Pyre 123rd year of Ascendancy at 10:03 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Brainstabs McGee the Cornac Mindslayer level 35
37th Dusk 123rd year of Ascendancy at 07:51 see stats
Against all odds
Killed Ukruk in the ambush.By Brainstabs McGee the Cornac Mindslayer level 26
16th Regrowth 123rd year of Ascendancy at 07:14 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Brainstabs McGee the Cornac Mindslayer level 27
30th Regrowth 123rd year of Ascendancy at 22:41 see stats
Arachnophobia
Destroyed the spydric menace.By Brainstabs McGee the Cornac Mindslayer level 39
35th Haze 123rd year of Ascendancy at 00:24 see stats
Brave new world
Went to the Far East and took part in the war.By Brainstabs McGee the Cornac Mindslayer level 38
32nd Haze 123rd year of Ascendancy at 07:15 see stats
Bringer of Doom
Killed a Bringer of Doom.By Brainstabs McGee the Cornac Mindslayer level 12
6th Flare 122nd year of Ascendancy at 20:49 see stats
Burnt to the ground
Gave the staff of absorption to the apprentice mage and watched the fireworks.By Brainstabs McGee the Cornac Mindslayer level 27
24th Regrowth 123rd year of Ascendancy at 22:04 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Brainstabs McGee the Cornac Mindslayer level 15
70th Dusk 122nd year of Ascendancy at 15:47 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Brainstabs McGee the Cornac Mindslayer level 34
13rd Dusk 123rd year of Ascendancy at 09:55 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Brainstabs McGee the Cornac Mindslayer level 17
29th Haze 122nd year of Ascendancy at 09:47 see stats
Exterminator
Killed 1000 creatures.By Brainstabs McGee the Cornac Mindslayer level 17
30th Haze 122nd year of Ascendancy at 05:39 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Brainstabs McGee the Cornac Mindslayer level 28
38th Regrowth 123rd year of Ascendancy at 11:47 see stats
Guiding Hand
Saved all escorted adventurers.By Brainstabs McGee the Cornac Mindslayer level 33
9th Dusk 123rd year of Ascendancy at 12:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brainstabs McGee the Cornac Mindslayer level 21
47th Haze 122nd year of Ascendancy at 18:58 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Brainstabs McGee the Cornac Mindslayer level 32
20th Pyre 123rd year of Ascendancy at 04:17 see stats
Level 10
Got a character to level 10.By Brainstabs McGee the Cornac Mindslayer level 10
9th Mirth 122nd year of Ascendancy at 10:11 see stats
Level 20
Got a character to level 20.By Brainstabs McGee the Cornac Mindslayer level 20
45th Haze 122nd year of Ascendancy at 19:53 see stats
Level 30
Got a character to level 30.By Brainstabs McGee the Cornac Mindslayer level 30
7th Pyre 123rd year of Ascendancy at 08:22 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Brainstabs McGee the Cornac Mindslayer level 29
54th Regrowth 123rd year of Ascendancy at 22:00 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Brainstabs McGee the Cornac Mindslayer level 35
17th Dusk 123rd year of Ascendancy at 18:31 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Brainstabs McGee the Cornac Mindslayer level 31
13rd Pyre 123rd year of Ascendancy at 22:14 see stats
Size matters
Did over 600 damage in one attack.By Brainstabs McGee the Cornac Mindslayer level 38
22nd Haze 123rd year of Ascendancy at 20:59 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Brainstabs McGee the Cornac Mindslayer level 38
22nd Haze 123rd year of Ascendancy at 20:53 see stats
The Arena
Unlocked Arena mode.By Brainstabs McGee the Cornac Mindslayer level 7
79th Pyre 122nd year of Ascendancy at 06:39 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Brainstabs McGee the Cornac Mindslayer level 35
37th Dusk 123rd year of Ascendancy at 07:51 see stats
The Rat Lich
Killed the terrible Rat Lich.By Brainstabs McGee the Cornac Mindslayer level 17
28th Haze 122nd year of Ascendancy at 04:24 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Brainstabs McGee the Cornac Mindslayer level 18
30th Haze 122nd year of Ascendancy at 11:11 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Brainstabs McGee the Cornac Mindslayer level 32
69th Pyre 123rd year of Ascendancy at 19:27 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Brainstabs McGee the Cornac Mindslayer level 34
11st Dusk 123rd year of Ascendancy at 12:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Brainstabs McGee the Cornac Mindslayer level 21
79th Haze 122nd year of Ascendancy at 00:28 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Brainstabs McGee the Cornac Mindslayer level 25
15th Regrowth 123rd year of Ascendancy at 05:44 see stats
Log
Doomed Shade of Brainstabs McGee's mind surges with critical power!
Doomed Shade of Brainstabs McGee is invigorated by the attack!
Brainstabs McGee is invigorated by the attack!
Doomed Shade of Brainstabs McGee receives 3 healing.
Doomed Shade of Brainstabs McGee's Beyond the Flesh hits Brainstabs McGee for (70 to psi shield), 155 physical, 0 arcane, (5 to psi shield), 5 physical, (3 to psi shield), (3 antimagic), 0 lightning, (2 to psi shield), (2 antimagic), 0 lightning (160 total damage).
Brainstabs McGee hits Doomed Shade of Brainstabs McGee for (7 antimagic), 0 fire, 0 arcane, 0 arcane (0 total damage).
Doomed Shade of Brainstabs McGee uses Kinetic Leech.
Brainstabs McGee slows down.
Brainstabs McGee receives 430 healing.
Brainstabs McGee resists the blinding light!
Brainstabs McGee's mind surges with critical power!
Brainstabs McGee is invigorated by the attack!
Doomed Shade of Brainstabs McGee is invigorated by the attack!
Doomed Shade of Brainstabs McGee's mind surges with critical power!
Doomed Shade of Brainstabs McGee is invigorated by the attack!
Brainstabs McGee is invigorated by the attack!
Doomed Shade of Brainstabs McGee's tinker attains critical power!
Brainstabs McGee shrugs off the critical damage!
Doomed Shade of Brainstabs McGee's mind surges with critical power!
Doomed Shade of Brainstabs McGee is invigorated by the attack!
Brainstabs McGee is invigorated by the attack!
Brainstabs McGee hits Brainstabs McGee for 7 healing, 22 healing (0 total damage) [29 healing].
Brainstabs McGee hits Doomed Shade of Brainstabs McGee for (6 antimagic), 0 fire, 0 arcane, 0 arcane (0 total damage).
Doomed Shade of Brainstabs McGee receives 3 healing.
Doomed Shade of Brainstabs McGee's Beyond the Flesh hits Brainstabs McGee for (59 to psi shield), 62 physical, 0 arcane, (5 to psi shield), 5 physical, (3 to psi shield), (3 antimagic), 0 lightning, (3 to psi shield), (3 antimagic), 0 lightning (67 total damage).
Doomed Shade of Brainstabs McGee uses Warding Weapon.
Doomed Shade of Brainstabs McGee uses Impale.
Doomed Shade of Brainstabs McGee performs a melee critical strike against Brainstabs McGee!
Saving game...










































































































































































