












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.6.0Allows 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. Ashes of Urh'Rok 1.6.7Official 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. 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. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 50 / 866% |
| Size | medium |
| Lifes / Deaths | Killed by Xeth the cutpurse at level 8 on the 2nd Mirth 122nd year of Ascendancy at 17:54 3 / 4Killed by The Possessed at level 10 on the 8th Flare 122nd year of Ascendancy at 16:45 Killed by Gloyaba the gigantic sandworm tunneler at level 19 on the 21st Haze 122nd year of Ascendancy at 09:48 Killed by Emywyn the fire drake hatchling at level 28 on the 3rd Regrowth 123rd year of Ascendancy at 11:49 |
Primary Stats
| Strength | 33 (base 12) |
| Dexterity | 97 (base 60) |
| Constitution | 32 (base 29) |
| Magic | 131 (base 60) |
| Willpower | 36 (base 13) |
| Cunning | 143 (base 60) |
Resources
| Life | 1297/1297 |
| Mana | 389/389 |
| Stamina | 272/272 |
| Steam | 100/100 |
| Healing Factor | 1.3833663366336 |
| Regeneration | 0.3458415841584 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.20512205326% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 18 |
| Infravision | 7 |
| See Stealth | 76.179959568792 |
| See Invisible | 66.179959568792 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 72 |
| Crit Chance | 57% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 72 |
| Crit Chance | 56% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 103 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +9% |
| Arcane | +25% |
| Cold | +20% |
| All | 0% |
| Darkness | +18% |
| Light | +20% |
| Temporal | +9% |
| Fire | +33% |
| Lightning | +103% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +50% |
| Acid | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 96.795994085602 (89.117647058824%) |
| Defense | 64 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 39 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 36%( 70%) |
| Mind | + 36%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 63%( 70%) |
| Light | + 28%( 70%) |
| Physical | + 26%( 70%) |
| Fire | + 58%( 70%) |
| Lightning | + 58%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 755 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 375 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1082% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1362 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Chant of Fortress |
| talent | Thunderstorm |
| talent | Fiery Hands |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Arcane Shield |
| talent | Shielding |
| talent | Arcane Feed |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Porowyn the copperhead snake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Glorodhethra the skeleton archer. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Bethoremira the forest troll. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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: 490. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 292 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Adama the dwarven lantern Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +6 Mag Changes damage: +20% light Critical mult.: +15.00% Physical save: +7 (+3 eff.) Maximum vim: +20.00 Spellpower: +31 (+6 eff.) Spell crit. chance: +3% Light radius: +17 See stealth: +10 Healing mod.: +22% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Silence immunity: +50% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Talent granted: +5 Iron Grip Critical mult.: +20.00% Disarm immunity: +100% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Cindergasher [power 30] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +21% fire Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +24% fire It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Activation puts all charms on cooldown for 12 turns. When used: * Heal for 48. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Blastimmortal'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 40 Damage when hit (Melee): 10 lightning Changes stats: +7 Cun / +7 Dex Changes resistances: +6% lightning / +6% blight Changes resistances penetration: +25% lightning / +5% acid / +10% blight Changes damage: +6% lightning Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +9 Dex / +8 Wil / +17 Cun Changes resistances: +36% darkness / +9% fire Changes resistances penetration: +15% lightning Changes damage: +18% darkness / +12% lightning Equilibrium when hit: +0.12 Maximum hate: +2.00 Mindpower: +13 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 643.00 physical damage (based on Magic) in a radius of 3 Activation costs 36 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
| In main hand | Telos's Staff (Top Half) (35-42 power, 0 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% lightning Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Mana each turn: +5.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +15% Talent on hit(spell): Lightning (25% chance level 5). The top part of Telos' broken staff. |
| Around waist | Belatir Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -20% Changes stats: +6 Mag / +4 Wil Changes damage: +9% blight / +9% temporal Maximum encumbrance: +50 Mental save: +11 (+3 eff.) Vim when firing critical spell: +2.00 Maximum life: +80.00 Maximum mana: +60.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
| In off hand | Telos's Staff (Bottom Half) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Mana each turn: +5.00 Maximum mana: +50.00 Spell crit. chance: +8% Talent on hit(spell): Lightning (25% chance level 5). The bottom part of Telos' broken staff. |
| Cloak | Destala's Scales (10 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances: +30% lightning Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Stun/Freeze immunity: +50% Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 12 power out of 20/20) : Effective talent level: 2.4 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Plate of the Blackened Mind (15 def, 50 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Reduces incoming crit damage: 35.00% Physical save: +15 (+5 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 10 Defense and your attacks will gain 31% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 71.73 physical damage and 143.47 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (294.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 320.46 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 1636% over 10 turns; mana 82; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1636% for 10 turns (2109 total) and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1884% over 10 turns; mana 94; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1884% for 10 turns (2429 total) and instantly restoring 94 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 1288; dur 5; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1288 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Weapon Automaton: One HandedRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
copper amulet 'Chargereaper'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Mag / +2 Cun Changes resistances: +12% mind Changes resistances penetration: +5% lightning Confusion immunity: +24% Light radius: +1 Amulets can have magical properties. |
CamerabInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +3 Str Changes resistances: +3% blight / +12% temporal / +9% light Changes damage: +6% blight Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 286 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Gloridawe the steel amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Str / +3 Dex / +2 Mag / +4 Cun / +6 Con Changes resistances: +11% mind Confusion immunity: +22% Life regen: +2.00 Stamina each turn: +2.30 Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Maximum stamina: +20.00 Movement speed: +10% Amulets can have magical properties. |
grounding steel amulet of mastery (0.10 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.10 Technique / Combat training Stun/Freeze immunity: +20% Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Girorek the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes stats: +4 Cun / +3 Con Changes resistances: +18% mind / +9% fire Changes resistances cap: +4% all Physical save: +20 (+7 eff.) Spell save: +3 (+1 eff.) Confusion immunity: +20% Life regen: +4.00 Maximum life: +54.00 Mindpower: +10 (+3 eff.) Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Gloomwing the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 8 darkness Changes stats: +3 Mag Changes damage: +6% physical Stun/Freeze immunity: +24% Life regen: +2.00 Infravision radius: +2 Rings can have magical properties. |
copper ring of arcana (+0.12/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.12 Rings can have magical properties. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Icewarden the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag / +10 Cun / +4 Con Changes damage: +18% cold Mental save: +9 (+2 eff.) Confusion immunity: +27% Rings can have magical properties. |
Polegawen the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% cold / +9% nature / +9% temporal Changes damage: +11% cold Critical mult.: +15.00% Hate when firing a critical mind attack: +2.00 Rings can have magical properties. |
Rhyldil the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +9% arcane Reduces incoming crit damage: 15.00% Mana each turn: +0.12 Equilibrium when hit: +0.16 Psi when hit: +0.16 Hate when firing a critical mind attack: +5.00 Spellpower: +8 (+2 eff.) Infravision radius: +3 Damage Shield penetration: +30% Rings can have magical properties. |
gold ring 'Porowe'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +3 Dex Changes resistances: +14% acid / +16% temporal / +16% cold / +14% fire / +20% lightning Changes damage: +10% temporal Silence immunity: +10% Disarm immunity: +21% Pinning immunity: +32% Knockback immunity: +32% Life regen: +2.00 Maximum life: +31.00 Rings can have magical properties. |
Bregodrakan the BalanceblowInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +7 Str / +6 Con Changes resistances: +32% acid Changes resistances penetration: +10% lightning / +10% nature Changes damage: +16% acid / +12% nature / +6% lightning Life regen: +13.00 Maximum life: +74.00 Healing mod.: +16% Rings can have magical properties. |
magewarrior's short dragonbone magestaff of the prodigy (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +6.0% Physical power: +11 (+3 eff.) Changes stats: +14 Mag / +11 Wil / +13 Cun Changes damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +22 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Sparkdash (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +32 lightning / +19 cold When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Physical crit. chance: +9.0% Defense: +12 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 51% Damage when hit (Melee): 4 lightning Changes resistances: +12% acid Changes resistances penetration: +45% lightning / +19% cold Critical mult.: +34.00% Disarm immunity: +40% Movement speed: +43% Sharp, short and deadly. |
Tulozilarak (0 def, 6 armour, 71 block)Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +1.0% Armour: +6 Fatigue: +8% Changes stats: +6 Str / +6 Dex / +3 Wil / +2 Con Changes resistances: +21% cold / +13% physical Changes damage: +9% physical Talent granted: +1 Block Physical save: +9 (+3 eff.) Stamina each turn: +1.00 Slows Projectiles: +20% Bonus block near projectiles: +55 Handheld deflection devices. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Grinovon (1 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +14 Defense: +1 (+1 eff.) Changes resistances: +13% cold / +5% arcane / +1% physical Poison immunity: +10% Stun/Freeze immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazeorder the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 34 Damage when hit (Melee): 6 lightning Changes resistances: +0% lightning Changes resistances penetration: +25% lightning / +5% mind Changes damage: +3% temporal Stun/Freeze immunity: +0% Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torylegas the Frostvein (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Dex / +3 Mag / +2 Wil / +5 Cun / +4 Con Changes resistances: +0% lightning / +3% cold Critical mult.: +15.00% Physical save: +8 (+3 eff.) Stun/Freeze immunity: +0% Hate when firing a critical mind attack: +2.00 Maximum life: +57.00 Mindpower: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashwolf the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 lightning / 4 temporal Changes stats: +4 Str / +8 Dex / +8 Cun / +4 Con Changes resistances: +0% lightning Changes resistances penetration: +25% lightning / +25% temporal Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frigidbreak the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +12% acid / +16% fire / +15% nature / +8% cold Changes resistances penetration: +10% cold Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% A pair of boots made of leather. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Physical save: +0 (+0 eff.) Pinning immunity: +575% Knockback immunity: +100% Teleport immunity: +0% Spellpower: +5 (+1 eff.) Steampower: +5 (+1 eff.) 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. It can be used to activate talent Tornado (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 32.88 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 175.34 lightning and 86.47 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. 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! |
Hanadelathanik (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +3 Con Changes resistances: +3% blight / +3% cold / +5% arcane Changes damage: +3% acid Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Blazerigor' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +4 Wil Changes resistances: +3% darkness / +6% cold Changes resistances penetration: +15% lightning Reduces incoming crit damage: 5.00% Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Physical save: +0 (+0 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Pinning immunity: +0% Stun/Freeze immunity: +40% Knockback immunity: +0% Teleport immunity: +0% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
hardened leather gloves 'Grinayadir' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 51% Damage (Melee): 7 cold Changes stats: +4 Str / +5 Mag / +1 Wil Changes resistances: +8% cold Changes damage: +8% cold Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Disarm immunity: +0% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +9 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Physical save: +9 (+3 eff.) Disarm immunity: +0% Spell crit. chance: +13% Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 33.0 - 36.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +26.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stokeguile (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 11 darkness Damage when hit (Melee): 4 arcane Changes resistances: +8% darkness Changes damage: +12% fire / +6% darkness / +9% mind Spell save: +3 (+1 eff.) Disarm immunity: +0% Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum mana: +100.00 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 9% chance to reduce damage dealt by 27% Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather cap of constitution (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% lightning / +5% temporal Silence immunity: +0% A cap made of leather. |
Airlord (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +25% lightning / +5% arcane Changes damage: +13% lightning Critical mult.: +10.00% Silence immunity: +20% Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
iron helm 'Phoenixmistress' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str Changes resistances penetration: +5% physical Changes damage: +12% fire Silence immunity: +0% Only die when reaching: -60.00 life It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 120.7 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
249 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
44 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Neruletta the DarksparInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Dex Changes damage: +3% darkness Mental save: +6 (+2 eff.) Light radius: +6 Infravision radius: +2 See stealth: +7 See invisible: +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lightningbliss the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +5 Mag Changes resistances: +6% nature / +6% cold Changes resistances penetration: +5% lightning / +8% all Changes damage: +0% light Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Light radius: +6 See stealth: +0 See invisible: +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 60.01 cold damage and 50.01 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Jetbliss the iron pickaxe (dig speed 37 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +1 Str / +2 Mag Changes resistances: +5% arcane Changes resistances penetration: +15% darkness Changes damage: +3% light Maximum mana: +21.00 Spell crit. chance: +4% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shadowjustice (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +1 Str Changes resistances: +3% acid / +3% temporal / +6% darkness Changes damage: +6% acid Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 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. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ulfilin the Cornac Arcane Blade level 40
1st Dusk 123rd year of Ascendancy at 23:30 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Ulfilin the Cornac Arcane Blade level 40
10th Flare 123rd year of Ascendancy at 03:09 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Ulfilin the Cornac Arcane Blade level 45
37th Dusk 123rd year of Ascendancy at 14:18 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ulfilin the Cornac Arcane Blade level 48
47th Dusk 123rd year of Ascendancy at 07:39 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ulfilin the Cornac Arcane Blade level 50
31st Regrowth 124th year of Ascendancy at 23:10 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Ulfilin the Cornac Arcane Blade level 44
34th Dusk 123rd year of Ascendancy at 15:37 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Ulfilin the Cornac Arcane Blade level 27
2nd Allure 123rd year of Ascendancy at 19:08 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ulfilin the Cornac Arcane Blade level 19
8th Haze 122nd year of Ascendancy at 23:18 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Ulfilin the Cornac Arcane Blade level 47
43rd Dusk 123rd year of Ascendancy at 13:27 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Ulfilin the Cornac Arcane Blade level 42
31st Dusk 123rd year of Ascendancy at 11:46 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ulfilin the Cornac Arcane Blade level 36
1st Flare 123rd year of Ascendancy at 13:27 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Ulfilin the Cornac Arcane Blade level 32
80th Regrowth 123rd year of Ascendancy at 06:04 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ulfilin the Cornac Arcane Blade level 24
56th Haze 122nd year of Ascendancy at 09:33 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ulfilin the Cornac Arcane Blade level 27
73rd Haze 122nd year of Ascendancy at 20:24 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Ulfilin the Cornac Arcane Blade level 35
1st Summertide 123rd year of Ascendancy at 23:26 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Ulfilin the Cornac Arcane Blade level 47
43rd Dusk 123rd year of Ascendancy at 20:36 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ulfilin the Cornac Arcane Blade level 34
46th Pyre 123rd year of Ascendancy at 09:49 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Ulfilin the Cornac Arcane Blade level 49
47th Dusk 123rd year of Ascendancy at 15:18 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ulfilin the Cornac Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 01:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ulfilin the Cornac Arcane Blade level 20
21st Haze 122nd year of Ascendancy at 10:52 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ulfilin the Cornac Arcane Blade level 30
19th Regrowth 123rd year of Ascendancy at 04:28 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Ulfilin the Cornac Arcane Blade level 40
9th Flare 123rd year of Ascendancy at 06:35 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Ulfilin the Cornac Arcane Blade level 50
47th Dusk 123rd year of Ascendancy at 15:18 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ulfilin the Cornac Arcane Blade level 19
70th Dusk 122nd year of Ascendancy at 07:44 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Ulfilin the Cornac Arcane Blade level 50
56th Haze 123rd year of Ascendancy at 22:59 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Ulfilin the Cornac Arcane Blade level 38
5th Flare 123rd year of Ascendancy at 20:19 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ulfilin the Cornac Arcane Blade level 22
50th Haze 122nd year of Ascendancy at 15:17 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ulfilin the Cornac Arcane Blade level 43
31st Dusk 123rd year of Ascendancy at 16:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ulfilin the Cornac Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 02:02 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ulfilin the Cornac Arcane Blade level 28
3rd Allure 123rd year of Ascendancy at 17:39 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Ulfilin the Cornac Arcane Blade level 45
36th Dusk 123rd year of Ascendancy at 15:16 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ulfilin the Cornac Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 09:23 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ulfilin the Cornac Arcane Blade level 50
71st Dusk 123rd year of Ascendancy at 19:21 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ulfilin the Cornac Arcane Blade level 24
57th Haze 122nd year of Ascendancy at 00:18 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ulfilin the Cornac Arcane Blade level 17
40th Dusk 122nd year of Ascendancy at 20:51 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ulfilin the Cornac Arcane Blade level 38
7th Flare 123rd year of Ascendancy at 04:41 see stats
Log
Ran for 20 turns (stop reason: at exit).
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 37th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 38th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Ran for 3 turns (stop reason: hostile spotted to the northeast (Orcs patrol)).
Saving done.
Today is the 39th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
There is a Entrance to Vor Pride bastion here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Ulfilin deactivates Arcane Shield.
Ulfilin deactivates Feather Wind.
Ulfilin deactivates Shock Hands.
Ulfilin deactivates Arcane Combat.
Ulfilin deactivates Stone Skin.
Ulfilin deactivates Chant of Fortress.
Ulfilin deactivates Fiery Hands.
Ulfilin deactivates Arcane Feed.
Ulfilin deactivates Shielding.
Ulfilin deactivates Thunderstorm.
The furious lightning storm around Ulfilin calms down and disappears.
















































































































































