Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.4.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 2976% |
| Size | medium |
| Lifes / Deaths | Killed by Belyyama the king cobra at level 12 on the 51st Dusk 122nd year of Ascendancy at 19:54 1 / 6Killed by Elurin the copperhead snake at level 21 on the 64th Haze 122nd year of Ascendancy at 05:15 Killed by Isora the Guardian at level 36 on the 72nd Regrowth 123rd year of Ascendancy at 19:03 Killed by Neryriatira the bone giant at level 36 on the 72nd Regrowth 123rd year of Ascendancy at 22:27 Killed by Xora the spire dragon at level 41 on the 4th Dusk 123rd year of Ascendancy at 12:11 Killed by Atamathon the Giant Golem at level 50 on the 16th Regrowth 124th year of Ascendancy at 17:22 |
Primary Stats
| Strength | 49 (base 27) |
| Dexterity | 76 (base 29) |
| Constitution | 18 (base 10) |
| Magic | 98 (base 65) |
| Willpower | 87 (base 49) |
| Cunning | 146 (base 60) |
Resources
| Paradox | 300 |
| Mana | 479/479 |
| Psi | 177/177 |
| Vim | 255/276 |
| Life | 1170/1170 |
| Positive | 146/177 |
| Stamina | 600/600 |
| Equilibrium | 0 |
| Healing Factor | 1.41 |
| Regeneration | 7.5434999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 14 |
| Lite | -1007 |
| Infravision | 40 |
| See Stealth | 22 |
| See Invisible | 45 |
| Stealth | 68.607945802377 |
Offense: Mainhand
| Damage | 211 |
| Accuracy | 94 |
| Crit Chance | 84% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 70 |
| Accuracy | 93 |
| Crit Chance | 81% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| All | +24% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 60 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 62 |
| Mental Save | 76 |
Defense: Resistances
| All | + 37%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Silence Resistance | 10% |
| Confusion Resistance | 60% |
| Stun Resistance | 100% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
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 247% efficiency and cooldown mod of 70%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 289% efficiency and cooldown mod of 80%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. |
Class Talents
| Cunning / Stealth | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Psytech gunnery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Blight | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Molten Iron Blood |
| talent | Arcane Combat |
| talent | Stealth |
| talent | Dark Ritual |
| talent | Chant of Fortress |
| talent | Crystalline Focus |
| talent | Essence of Speed |
| talent | Reality Smearing |
| talent | Beyond the Flesh |
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 | completed |
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 successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara) | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by WhateverAdv. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 640. | 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. | active |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | The Long-Arm The Long-ArmRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 95% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 On weapon hit: * flashes light on your target dealing 112 damage Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam When wielded/worn: Critical mult.: +15.00% Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%, costing 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
| Quiver | Glintlace the pouch of voratun shots (43/43, 181% power, 13 apr) Glintlace the pouch of voratun shots (43/43, 181% power, 13 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 182% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +7.0% Capacity: 43 Turns elapse between self-loadings: 4 On weapon hit: * 22% chance to cause random gloom * 20% chance to blind * Random elemental explosion Damage (Ranged): +12 light / +13 mind Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 light When wielded/worn: Talent granted: +5 Hook Shell Shots are used with slings to pummel your foes to death. |
| On hands | umbral iron gauntlets of dispersion (0 def, 1 armour) umbral iron gauntlets of dispersion (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane / 7 darkness Changes stats: +4 Mag / +4 Wil Changes resistances: +3% arcane / +6% darkness Changes damage: +4% darkness Talent granted: +5 Iron Grip Disarm immunity: +100% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Voribeth the Fireraider Voribeth the FireraiderInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+3 eff.) Damage when hit (Melee): 16 fire Changes stats: +11 Cun / +14 Wil Changes resistances: +9% acid / +3% fire / +6% mind Changes resistances penetration: +10% acid Critical mult.: +37.00% Only die when reaching: -40.00 life Maximum life: +68.00 Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+6 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+4 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On feet | Boruhek (0 def, 14 armour) Boruhek (0 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +5% Changes stats: +7 Dex / +2 Mag / +11 Lck Changes resistances: +12% mind Talent granted: +5 Rocket Boots Critical mult.: +5.00% Stealth bonus: +11 Life regen: +2.40 Mana each turn: +0.12 Infravision radius: +3 Healing mod.: +20% Damage Shield penetration: +20% A pair of boots made of leather. |
| Tool | stralite torque of psychoportation 'Sunreign' [power 52] (30 cooldown) stralite torque of psychoportation 'Sunreign' [power 52] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +6% acid / +3% fire / +9% light Changes damage: +9% light It can be used to teleport randomly (rad 52), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Zodur the voratun ring Zodur the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil / +16 Cun Changes resistances: +3% nature Reduces incoming crit damage: 17.00% Physical save: +9 (+3 eff.) Mental save: +44 (+9 eff.) Blindness immunity: +49% Silence immunity: +10% Confusion immunity: +50% Pinning immunity: +10% Maximum hate: +4.00 Spellpower: +15 (+4 eff.) Mindpower: +15 (+3 eff.) Infravision radius: +5 See stealth: +22 See invisible: +23 Rings can have magical properties. |
| On fingers | Taintclash the voratun ring Taintclash the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom * Slows global speed by 40% * 10% chance to gain 10% of a turn Damage (Melee): 20 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 23 bleed Damage when hit (Melee): 16 nature Changes stats: +4 Cun Changes damage: +12% nature Physical save: +10 (+3 eff.) Spell save: +17 (+4 eff.) Mental save: +10 (+2 eff.) Life regen: +1.60 Hate when firing a critical mind attack: +3.00 Maximum life: +40.00 Maximum hate: +11.00 Healing mod.: +21% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | Duskransom DuskransomInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +3% darkness Changes resistances penetration: +5% lightning Talent masteries: +0.40 Cursed / Rampage +0.40 Corruption / Scourge Blindness immunity: +56% Infravision radius: +17 Sight radius: +4 See invisible: +22 Amulets can have magical properties. |
| In main hand | Airsmasher AirsmasherRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 95% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to disease * flashes light on your target dealing 121 damage Travel speed: +600% Damage (Ranged): +20 ice / +16 draining blight Burst (radius 2) on crit: +4 lightning Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +15 Changes resistances: +9% mind / +3% blight Changes resistances penetration: +10% blight / +7% cold Changes damage: +21% blight / +22% physical / +9% mind Talents cooldown: Trick Shot (-2 turns) Strafe (-4 turns) Double Shots (-2 turns) Critical mult.: +15.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Borydir the drakeskin leather belt Borydir the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -20% Changes stats: +8 Str / +11 Dex / +4 Wil / +11 Cun / +8 Lck Changes resistances: +3% blight / +13% fire / +5% arcane / +10% cold Trap disarming bonus: +19 Stealth bonus: +14 Maximum encumbrance: +50 Physical save: +17 (+5 eff.) Spell save: +28 (+7 eff.) Mental save: +15 (+4 eff.) Infravision radius: +5 A belt that goes around your waist. |
| In off hand | creative thorny mindstar of life (97% power, 24 apr, nature damage) creative thorny mindstar of life (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 120 damage When wielded/worn: Changes stats: +5 Cun Critical mult.: +31.00% Life regen: +1.10 Maximum life: +17.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
| Cloak | Brenokan the Duskhash (3 def, 13 armour) Brenokan the Duskhash (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Armour: +13 Defense: +3 (+2 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +30% lightning / +30% cold / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness / +15% mind Critical mult.: +30.00% Stealth bonus: +14 Stun/Freeze immunity: +50% Maximum life: +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | ancient silk robe of power (3 def, 10 armour) ancient silk robe of power (3 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Changes stats: +6 Mag Changes resistances penetration: +10% temporal / +11% physical Changes damage: +16% temporal / +17% physical / +17% all Reduces incoming crit damage: 35.00% Spellpower: +12 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 208% / cooldown 74%) medical injector implant of the duelist (efficiency 208% / cooldown 74%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 74%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 215% / cooldown 56%) medical injector implant of the psychic (efficiency 215% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 215% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 283% / cooldown 88%) medical injector implant of the sneak (efficiency 283% / cooldown 88%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 283% efficiency and cooldown mod of 88%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 166% / cooldown 59%) medical injector implant of the warrior (efficiency 166% / cooldown 59%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 15) steam generator implant of the duelist (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 19) steam generator implant of the sneak (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.1 steam per turn. Can be activated for an instant burst of 95 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 13) steam generator implant of the warrior (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 15) steam generator implant of the wizard (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.3 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 780 over 5 turns) regeneration infusion of the psychic (heal 780 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 780 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 961 over 5 turns) regeneration infusion of the sneak (heal 961 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 961 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 750 over 5 turns) regeneration infusion of the sneak (heal 750 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 750 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 527 over 5 turns) regeneration infusion of the warrior (heal 527 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 527 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 38%; cure mental, physical) wild infusion of the duelist (resist 38%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 38% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 30%; cure mental) wild infusion of the duelist (resist 30%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (940% speed; 8 turns) movement infusion of the wizard (940% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 940% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+18 for 11 turns, die at -703) heroism infusion of the psychic (+18 for 11 turns, die at -703)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -703 life. However, when below 0 you cannot see how much life you have left. 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. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+27 for 13 turns, die at -1163) heroism infusion of the sneak (+27 for 13 turns, die at -1163)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 13 turns. While Heroism is active, you will only die when reaching -1163 life. However, when below 0 you cannot see how much life you have left. 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. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 585 for 5 turns) shielding rune of the sneak (absorb 585 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 585 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (498.00 temporal damage, removed from time 4 turns) Rune of the Rift (498.00 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 697.20 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 ability. |
Sealed Scroll of Last Hope 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! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
Xaninn XaninnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +8% physical Spell save: +3 (+1 eff.) Stamina each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Amulets can have magical properties. |
Marduhek MarduhekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +1 Str / +1 Dex Changes resistances: +18% light / +13% darkness Blindness immunity: +32% Light radius: +2 Amulets can have magical properties. |
restful gold amulet of murder restful gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -6% Critical mult.: +13.00% Life regen: +1.70 Amulets can have magical properties. |
Harerobers HarerobersInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +8 (+4 eff.) Changes stats: +8 Con Changes resistances: +16% temporal Changes resistances cap: +5% all Changes damage: +6% mind Physical save: +33 (+10 eff.) Pinning immunity: +36% Knockback immunity: +40% Amulets can have magical properties. |
stralite amulet 'Lustrepeal' stralite amulet 'Lustrepeal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +24% mind / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +15% light / +9% arcane Confusion immunity: +44% Light radius: +3 Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Coalnigh' voratun amulet 'Coalnigh'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +4 Changes stats: +6 Mag Changes resistances: +39% mind / +6% darkness Changes resistances penetration: +15% arcane Changes damage: +8% darkness / +8% temporal / +8% light / +8% physical Critical mult.: +18.00% Mental save: +6 (+1 eff.) Confusion immunity: +50% Pinning immunity: +15% Stun/Freeze immunity: +15% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
voratun amulet 'Nimbusnoon' voratun amulet 'Nimbusnoon'Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances: +26% blight / +24% nature / +9% lightning Changes damage: +6% mind Critical mult.: +10.00% Blindness immunity: +34% Poison immunity: +43% Disease immunity: +28% Life regen: +1.60 Infravision radius: +10 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Poryyaldatira the copper ring Poryyaldatira the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Dex Changes resistances: +22% nature / +1% physical Changes damage: +11% nature Life regen: +0.60 Rings can have magical properties. |
Xanelrarin XanelrarinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% nature / +3% light Changes damage: +10% nature / +3% mind Spell save: +20 (+5 eff.) Hate when firing a critical mind attack: +1.00 Rings can have magical properties. |
Brightminister BrightministerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 light Changes resistances: +9% light Maximum encumbrance: +24 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 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 40 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. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Barador' steel ring 'Barador'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% acid Changes resistances penetration: +10% mind Changes damage: +10% acid / +3% temporal Disarm immunity: +29% Pinning immunity: +20% Knockback immunity: +27% Maximum life: +25.00 Rings can have magical properties. |
Salibrena the gold ring Salibrena the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +12% blight Changes damage: +3% blight / +6% arcane Stun/Freeze immunity: +35% Life regen: +3.00 Rings can have magical properties. |
Coalgore CoalgoreInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 4 darkness Changes stats: +2 Dex Changes resistances: +30% nature / +28% lightning Changes damage: +15% nature / +14% lightning Mental save: +12 (+3 eff.) Confusion immunity: +35% Healing mod.: +5% Rings can have magical properties. |
gladiator's stralite ring of speed gladiator's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +7 (+1 eff.) Defense: +9 (+4 eff.) Changes stats: +8 Str / +8 Con Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
mule's stralite ring of perseverance mule's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Maximum encumbrance: +27 Stun/Freeze immunity: +36% Life regen: +2.90 Rings can have magical properties. |
stralite ring 'Cracklewend' stralite ring 'Cracklewend'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +12 Damage when hit (Melee): 4 lightning / 4 blight Changes stats: +6 Str / +5 Dex / +6 Mag / +7 Wil / +7 Cun Changes resistances: +12% blight Spellpower: +9 (+2 eff.) Rings can have magical properties. |
Amagen the Nightqueller Amagen the NightquellerCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +20 Cun / +20 Dex Changes resistances penetration: +15% darkness Changes damage: +9% acid Disarm immunity: +35% Pinning immunity: +38% Knockback immunity: +45% Maximum life: +41.00 Light radius: +2 Rings can have magical properties. |
Festermortal FestermortalInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +2% physical / +15% blight / +9% cold / +18% nature / +3% mind Changes resistances penetration: +10% nature Poison immunity: +30% Disease immunity: +40% Cut immunity: +20% Silence immunity: +5% Stun/Freeze immunity: +50% Life regen: +6.30 Maximum life: +87.00 Healing mod.: +30% Rings can have magical properties. |
Gymas GymasInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes stats: +4 Con Changes resistances: +6% temporal Changes damage: +15% mind Maximum encumbrance: +28 Spell save: +16 (+4 eff.) Life regen: +1.60 Maximum life: +67.00 Maximum stamina: +19.00 Healing mod.: +18% Rings can have magical properties. |
Lightwilder the voratun ring Lightwilder the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +8 Dex / +7 Wil / +7 Cun Changes resistances penetration: +25% light Changes damage: +12% light Stun/Freeze immunity: +50% Life regen: +3.30 Mindpower: +15 (+3 eff.) Light radius: +1 Rings can have magical properties. |
Salessra SalessraPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Dex / +1 Mag / +11 Wil / +7 Cun Changes resistances penetration: +5% physical Physical save: +3 (+1 eff.) Mental save: +13 (+3 eff.) Silence immunity: +50% Confusion immunity: +43% Mana each turn: +0.37 Mindpower: +13 (+3 eff.) See invisible: +6 Rings can have magical properties. |
Awakened Staff of Absorption (179% power, 60 apr, fire element) Awakened Staff of Absorption (179% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 179% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
pouch of stralite shots 'Daimuroddaneg' (48/48, 161% power, 5 apr) pouch of stralite shots 'Daimuroddaneg' (48/48, 161% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 161% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 48 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
Oakripper (18/18, 175% power, 15 apr) Oakripper (18/18, 175% power, 15 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +16.0% Capacity: 18 On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Travel speed: +400% Damage (Ranged): +15 acid / +13 mind / +13 darkness Burst (radius 1) on hit: +4 nature Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Skyprophet' (54/54, 183% power, 16 apr) pouch of voratun shots 'Skyprophet' (54/54, 183% power, 16 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 183% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +7.0% Capacity: 54 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to daze * 17% chance to disease Damage (Ranged): +11 blight / +28 lightning Burst (radius 1) on hit: +21 fire Burst (radius 2) on crit: +8 lightning When wielded/worn: Shots are used with slings to pummel your foes to death. |
Fireorder (3 def, 0 armour) Fireorder (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +8 Str / +5 Mag / +6 Wil / +6 Con Changes resistances: +10% lightning / +9% fire / +3% blight / +18% cold / +15% mind / +3% nature Changes damage: +13% lightning / +11% physical / +6% cold / +15% mind / +13% nature Spell save: +12 (+3 eff.) Poison immunity: +33% Disease immunity: +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Crackleorder' (3 def, 0 armour) silk robe 'Crackleorder' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 8 lightning / 8 blight Changes stats: +13 Str / +16 Mag / +16 Wil / +8 Con Changes resistances: +13% lightning / +13% cold Changes damage: +17% lightning / +13% physical / +17% nature / +17% cold Poison immunity: +44% Disease immunity: +44% Mana each turn: +0.22 Psi each turn: +0.34 Maximum mana: +60.00 Maximum vim: +40.00 Spellpower: +8 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layuwe (22 def, 14 armour) Layuwe (22 def, 14 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +14 Defense: +22 (+8 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +17 Mag Changes resistances: +3% temporal / +54% light / +26% darkness Changes damage: +54% light Physical save: +10 (+3 eff.) Mental save: +6 (+1 eff.) Pinning immunity: +5% Teleport immunity: +10% Maximum life: +110.00 Light radius: +7 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Xeretta' (5 def, 0 armour) elven-silk robe 'Xeretta' (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +0 Defense: +5 (+3 eff.) Changes stats: +1 Cun / +3 Con Changes resistances: +3% lightning / +44% mind / +38% darkness Reduces incoming crit damage: 0.00% Physical save: +27 (+8 eff.) Spell save: +29 (+7 eff.) Mental save: +64 (+13 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% See invisible: +3 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betisetha the drakeskin leather belt Betisetha the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 8 arcane Changes stats: +10 Dex / +10 Cun / +3 Con / +10 Lck Reduces incoming crit damage: 10.00% Trap disarming bonus: +22 Stealth bonus: +14 Physical save: +14 (+4 eff.) Spellpower: +4 (+1 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +12% Infravision radius: +6 A belt that goes around your waist. |
Beozor (7 def, 0 armour) Beozor (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Defense: +7 (+3 eff.) Changes resistances penetration: +15% physical Physical save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +0% lightning / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stun/Freeze immunity: +0% Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 197.73 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Lorekaltholin the Morningswift (6 def, 0 armour) Lorekaltholin the Morningswift (6 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +4 (+2 eff.) Damage when hit (Melee): 8 light Changes stats: +3 Str / +4 Wil / +4 Cun / +4 Con Changes resistances: +0% lightning / +9% cold / +27% darkness Changes resistances penetration: +12% darkness Changes damage: +13% darkness Stealth bonus: +12 Physical save: +8 (+2 eff.) Stun/Freeze immunity: +10% Maximum life: +49.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinovena the elven-silk cloak (3 def, 0 armour) Eilinovena the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Mag / +6 Wil / +6 Cun Changes resistances: +25% darkness Changes resistances penetration: +18% darkness / +15% arcane Changes damage: +24% darkness Stealth bonus: +23 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +53.00 Maximum vim: +30.00 Spell crit. chance: +2% Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremedoroddalin (22 def, 8 armour) Eremedoroddalin (22 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +22 (+8 eff.) Ranged Defense: +4 (+2 eff.) Effects on melee hit: * Slows global speed by 45% Changes stats: +4 Cun / +4 Dex Changes resistances: +19% blight / +20% nature / +3% mind Reduces incoming crit damage: 20.00% Physical save: +22 (+7 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Poison immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +5% Life regen: +2.60 Healing mod.: +29% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layobremina (18 def, 21 armour) Layobremina (18 def, 21 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +21 Defense: +18 (+7 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +26% blight / +28% cold / +19% nature Physical save: +35 (+10 eff.) Spell save: +21 (+5 eff.) Mental save: +22 (+5 eff.) Disease immunity: +5% Cut immunity: +10% Life regen: +2.30 Healing mod.: +21% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
shadow elven-silk cloak of the guardian (14 def, 10 armour) shadow elven-silk cloak of the guardian (14 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +14 (+6 eff.) Changes resistances: +15% darkness Changes resistances penetration: +16% darkness Changes damage: +12% darkness Stealth bonus: +10 Physical save: +21 (+7 eff.) Spell save: +19 (+5 eff.) Mental save: +24 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerenn (0 def, 3 armour) Aerenn (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +1 Wil / +2 Cun Reduces incoming crit damage: 5.00% Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +35% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Glitterstreak the pair of drakeskin leather boots (0 def, 12 armour) Glitterstreak the pair of drakeskin leather boots (0 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +12 Fatigue: +5% Damage when hit (Melee): 16 light Changes stats: +13 Lck / +7 Dex Changes resistances: +15% acid / +13% fire / +14% lightning / +15% cold Changes resistances penetration: +10% fire / +15% mind / +15% physical Stealth bonus: +10 Psi when hit: +0.12 Light radius: +3 A pair of boots made of leather. |
pair of drakeskin leather boots 'Unlightsear' (0 def, 5 armour) pair of drakeskin leather boots 'Unlightsear' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to disease Changes stats: +9 Str / +9 Mag / +1 Wil / +9 Con Changes resistances: +21% darkness / +29% temporal Changes resistances penetration: +34% darkness / +19% temporal Changes damage: +10% physical Spell save: +8 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Lowers spell cool-downs by: 10% Defense after a teleport: +30 Resist all after a teleport: +17% New effects duration reduction after a teleport: +29% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Manyrig the pair of dwarven-steel boots (0 def, 4 armour) Manyrig the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +8.0% Physical power: +9 (+1 eff.) Armour: +4 Fatigue: -2% Changes resistances: +6% mind / +3% temporal Changes resistances penetration: +10% physical Maximum encumbrance: +26 Physical save: +23 (+7 eff.) Cut immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% 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) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Stealth bonus: +0 Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% 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), costing 32 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. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
voratun gauntlets 'Treesmash' (0 def, 3 armour) voratun gauntlets 'Treesmash' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Changes stats: +6 Con Changes resistances: +6% nature Changes resistances penetration: +5% mind Changes damage: +6% nature Critical mult.: +14.00% Physical save: +30 (+9 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +47% Life regen: +4.00 Stamina each turn: +1.90 Maximum stamina: +33.00 Spell crit. chance: +19% Mental crit. chance: +19% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and 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. |
Hellcutter (2 def, 0 armour) Hellcutter (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +6 Mag / +4 Con Changes resistances: +9% lightning / +9% temporal / +19% nature / +3% fire Changes resistances penetration: +15% fire Changes damage: +13% nature / +26% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+4 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Lelolin the Strikemire (3 def, 4 armour) Lelolin the Strikemire (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +0 Cun / +4 Con Changes resistances: +6% lightning / +3% fire Changes resistances penetration: +5% lightning / +10% fire Changes damage: +9% lightning Mental save: +0 (+0 eff.) Mana each turn: +4.30 Mana when hit: +4.40 Maximum mana: +156.00 Spellpower: +16 (+4 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Velethra the dwarven-steel helm (0 def, 4 armour) Velethra the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 arcane Changes stats: +8 Str / +3 Wil / +0 Cun Changes resistances: +5% arcane / +14% cold Changes resistances penetration: +5% arcane Allows you to breathe in: water Mental save: +8 (+2 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ruby 2 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. |
5 bloodstone 5 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. |
6 fire opal 6 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. |
7 diamond 7 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. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
2853 alchemist agate 2853 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. |
70 alchemist bloodstone 70 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. |
dwarven lantern 'Galepride' dwarven lantern 'Galepride'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction * 15% chance to daze Changes resistances: +5% arcane Changes resistances penetration: +5% lightning / +10% darkness Changes damage: +3% darkness / +3% lightning Blindness immunity: +46% Confusion immunity: +30% Light radius: +10 See stealth: +25 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 59 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful moss tread powerful moss treadPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +3 Moss Tread Stealth bonus: +6 Tinkers can be attached to normal items to improve them with steam power! |
great fungal web great fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
stralite back support stralite back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -16% Maximum encumbrance: +40 Tinkers can be attached to normal items to improve them with steam power! |
stralite grip stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
stralite rocket boots stralite rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injector perfect viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 67] amazing fiery salve [power 67]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (67% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 67] amazing frost salve [power 67]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (67% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 806] amazing healing salve [power 806]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 70% cooldown modifier. It can be used to heal 806, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 705] amazing pain suppressor salve [power 705]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -705 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 280] amazing unstoppable force salve [power 280]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 280 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 67] amazing water salve [power 67]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (67% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Tempestclash (dig speed 25 turns) Tempestclash (dig speed 25 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +2 (+0 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +2 Str Changes resistances: +10% darkness Changes damage: +12% lightning Damage affinity(heal): +15% darkness Physical save: +3 (+1 eff.) Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Sunvenom' (dig speed 9 turns) voratun pickaxe 'Sunvenom' (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 20 mind Changes stats: +3 Str Changes resistances: +3% fire Changes resistances penetration: +10% mind Changes damage: +9% acid / +12% mind Lowers spell cool-downs by: 20% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of wreckage (dig speed 19 turns) voratun pickaxe of wreckage (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Changes stats: +7 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 615.04 fire damage (based on Magic), costing 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 805.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Earerig [power 2] (8 cooldown) Earerig [power 2] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +1 Mag Spell save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+1 eff.) It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Brenotoregochik the elven-wood totem of cure ailments [power 3] (14 cooldown) Brenotoregochik the elven-wood totem of cure ailments [power 3] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +6% mind / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% temporal Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Bregihad [power 125] (15 cooldown) Bregihad [power 125] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Dex / +1 Con Maximum wards: +5 lightning / +5 temporal / +4 blight / +3 fire / +5 cold Grants telepathy: Dragon Talent granted: +1 Ward Critical mult.: +10.00% Maximum hate: +4.00 Maximum psi: +10.00 It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dairunarigen [power 15] (6 cooldown) Dairunarigen [power 15] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Cun Maximum wards: +4 lightning / +2 temporal / +4 blight / +4 fire / +3 cold Changes resistances penetration: +10% mind Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +1 Ward Equilibrium when hit: +0.08 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 It can be used to reveal the area around you, dispelling darkness (radius 15, power 89 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By WhateverAdv the Cornac Adventurer level 35
58th Regrowth 123rd year of Ascendancy at 16:53 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By WhateverAdv the Cornac Adventurer level 50
76th Haze 123rd year of Ascendancy at 00:27 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By WhateverAdv the Cornac Adventurer level 35
57th Regrowth 123rd year of Ascendancy at 00:37 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By WhateverAdv the Cornac Adventurer level 50
16th Regrowth 124th year of Ascendancy at 18:46 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By WhateverAdv the Cornac Adventurer level 20
57th Haze 122nd year of Ascendancy at 12:48 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By WhateverAdv the Cornac Adventurer level 50
50th Haze 123rd year of Ascendancy at 19:19 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By WhateverAdv the Cornac Adventurer level 40
10th Flare 123rd year of Ascendancy at 07:39 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By WhateverAdv the Cornac Adventurer level 37
7th Mirth 123rd year of Ascendancy at 18:41 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By WhateverAdv the Cornac Adventurer level 11
43rd Dusk 122nd year of Ascendancy at 04:42 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By WhateverAdv the Cornac Adventurer level 39
2nd Flare 123rd year of Ascendancy at 16:02 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By WhateverAdv the Cornac Adventurer level 42
5th Dusk 123rd year of Ascendancy at 10:23 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By WhateverAdv the Cornac Adventurer level 26
7th Allure 123rd year of Ascendancy at 17:04 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By WhateverAdv the Cornac Adventurer level 50
12nd Regrowth 124th year of Ascendancy at 21:35 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By WhateverAdv the Cornac Adventurer level 24
6th Decay 122nd year of Ascendancy at 18:14 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By WhateverAdv the Cornac Adventurer level 23
70th Haze 122nd year of Ascendancy at 02:32 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By WhateverAdv the Cornac Adventurer level 50
2nd Wintertide 124th year of Ascendancy at 15:58 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 WhateverAdv the Cornac Adventurer level 30
28th Regrowth 123rd year of Ascendancy at 20:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By WhateverAdv the Cornac Adventurer level 10
24th Dusk 122nd year of Ascendancy at 20:28 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By WhateverAdv the Cornac Adventurer level 20
55th Haze 122nd year of Ascendancy at 00:33 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By WhateverAdv the Cornac Adventurer level 30
26th Regrowth 123rd year of Ascendancy at 16:06 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By WhateverAdv the Cornac Adventurer level 40
6th Flare 123rd year of Ascendancy at 17:46 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By WhateverAdv the Cornac Adventurer level 50
47th Haze 123rd year of Ascendancy at 07:06 see stats
Now, this is impressive! (Insane (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By WhateverAdv the Cornac Adventurer level 50
24th Regrowth 124th year of Ascendancy at 13:32 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By WhateverAdv the Cornac Adventurer level 50
10th Decay 123rd year of Ascendancy at 21:06 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By WhateverAdv the Cornac Adventurer level 50
3rd Regrowth 124th year of Ascendancy at 13:22 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By WhateverAdv the Cornac Adventurer level 50
71st Haze 123rd year of Ascendancy at 19:49 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By WhateverAdv the Cornac Adventurer level 19
12nd Haze 122nd year of Ascendancy at 20:51 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By WhateverAdv the Cornac Adventurer level 50
59th Haze 123rd year of Ascendancy at 09:47 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By WhateverAdv the Cornac Adventurer level 33
41st Regrowth 123rd year of Ascendancy at 14:55 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By WhateverAdv the Cornac Adventurer level 39
6th Flare 123rd year of Ascendancy at 13:13 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By WhateverAdv the Cornac Adventurer level 50
12nd Regrowth 124th year of Ascendancy at 21:34 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By WhateverAdv the Cornac Adventurer level 50
16th Regrowth 124th year of Ascendancy at 18:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By WhateverAdv the Cornac Adventurer level 10
26th Dusk 122nd year of Ascendancy at 07:37 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By WhateverAdv the Cornac Adventurer level 50
1st Wintertide 124th year of Ascendancy at 08:45 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By WhateverAdv the Cornac Adventurer level 50
12nd Regrowth 124th year of Ascendancy at 21:35 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By WhateverAdv the Cornac Adventurer level 50
64th Haze 123rd year of Ascendancy at 07:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By WhateverAdv the Cornac Adventurer level 11
34th Dusk 122nd year of Ascendancy at 01:52 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By WhateverAdv the Cornac Adventurer level 44
29th Dusk 123rd year of Ascendancy at 04:08 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By WhateverAdv the Cornac Adventurer level 27
9th Allure 123rd year of Ascendancy at 03:06 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By WhateverAdv the Cornac Adventurer level 18
4th Haze 122nd year of Ascendancy at 19:50 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By WhateverAdv the Cornac Adventurer level 34
56th Regrowth 123rd year of Ascendancy at 00:23 see stats
Log
There is an item here: The Shotgonne
There is an item here: thunderous dwarven-steel steamgun of nature
There is an item here: Overburst
There is an item here: Golden Gun
There is an item here: dwarven-steel gauntlets 'Lelarodas' (0 def, 4 armour)
There is an item here: Storm Bringer's Gauntlets (0 def, 3 armour)
There is an item here: Stone Gauntlets of Harkor'Zun (0 def, 7 armour)
There is an item here: high-capacity pouch of dwarven-steel shots of corruption (42/42, 149% power, 3 apr)
There is an item here: Wind Worn Shot (25/25, 157% power, 15 apr)
There is an item here: Nimbusworth
WhateverAdv picks up (Z.): Nimbusworth.
WhateverAdv drops on the floor: Nimbusworth.
Your Nimbusworth is magically sorted by the storage room.
WhateverAdv deactivates Dark Ritual.
WhateverAdv deactivates Chant of Fortress.
WhateverAdv deactivates Beyond the Flesh.
WhateverAdv deactivates Molten Iron Blood.
WhateverAdv deactivates Stealth.
WhateverAdv deactivates Arcane Combat.
WhateverAdv deactivates Arcane Feed.
WhateverAdv deactivates Reality Smearing.
WhateverAdv deactivates Essence of Speed.
WhateverAdv deactivates Crystalline Focus.
