











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 50 / 1681% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 169 (base 60) |
| Dexterity | 94 (base 60) |
| Constitution | 48 (base 11) |
| Magic | 28 (base 15) |
| Willpower | 75 (base 60) |
| Cunning | 76 (base 29) |
Resources
| Life | 1457/1457 |
| Steam | 100/100 |
| Stamina | 370/370 |
| Equilibrium | 30 |
| Healing Factor | 0.95146788990838 |
| Regeneration | 3.6631513761472 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 313 |
| Accuracy | 68 |
| Crit Chance | 108% |
| APR | 138 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 252 |
| Accuracy | 68 |
| Crit Chance | 108% |
| APR | 138 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 24% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 24% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Lightning | +34% |
| Temporal | +31% |
| Physical | +97% |
| Arcane | +28% |
| Darkness | +31% |
| All | +22% |
Offense: Damage Penetration
| Physical | +103% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 45 (81.270236612702%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 32 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 24%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 19%( 70%) |
| Fire | + 52%( 70%) |
| Physical | + 29%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Confusion Resistance | 100% |
| Knockback Resistance | 100% |
| Stun Resistance | 100% |
| 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 232% efficiency and cooldown mod of 61%. Its effects scale with your Willpower 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 160% efficiency and cooldown mod of 78%. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 428 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Thuggery | 1.60 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Antimagic Shield |
| talent | Trained Reactions |
| beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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 |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 1313. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | completed |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Harorig1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +8 (+1 eff.) Mind.pwr +4 (+1 eff.) Res.pen +9% all Apr +11 On Melee Ret: * 37% chance to disease * 36% chance to inflict 15% damage reduction ----- def ----- Phys.save +10 (+3 eff.) Mind.save +30 (+8 eff.) Heal.mod +19% Heal/summ +50 ---------- misc Light +4 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +22 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+10 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Mind.save +15 (+4 eff.) Blind- +100% Silence- +0% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery 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 hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +140% ---------- misc Talents +4 Iron Grip Gauntlets. But with steam power! |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 30 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 227.18 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
| On fingers | Fogire the voratun ring0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +1 Con dps ---------- Phys.pwr +20 (+3 eff.) Spell.pwr +17 (+4 eff.) Mind.pwr +11 (+3 eff.) Melee+ 15 bleed Ranged+ 20 bleed Dmg.mod +9% darkness +7% all On Hit (Melee): * 20% chance to cause random gloom * 30% chance to inflict 15% damage reduction On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Mind.save +10 (+3 eff.) Confus- +50% ---------- misc Hate/m.crit +2.00 Max.hate +13.00 See.Invis +3 Telepathy Demon/Minor Demon/Major Bleeding Edge: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings can have magical properties. |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Pugilism +0.30 Technique/Archery excellence +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Two-handed weapons +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Unarmed training +0.30 Technique/Archery prowess +0.30 Technique/Combat training +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield defense +0.30 Technique/Dual techniques +0.30 Technique/Superiority +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.6 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 704.48 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
| In main hand | voratun longsword 'Adowen' (166% power, 26 apr) 3.0 T5 longsword 1H weapon [Random Unique] Master Power 167% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +26 Crit +25.0% Atk.spd 100% Melee+ +12 arcane While equipped: dps ---------- Phys.crit +10.0% Crit.mult +19.00% Dmg.mod +9% temporal +6% arcane +12% physical Res.pen +13% physical Apr +28 Melee Ret 4 temporal ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
| Around waist | Brightvenom the drakeskin leather belt 1.0 T5 belt armor [Random Unique] Disrupt/Master While equipped: Stats +1 Mag +3 Cun +1 Con dps ---------- Dmg.mod +33% physical Res.pen +34% physical ----- def ----- Resists +20% acid +9% cold +6% fire +18% blight ---------- misc Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
| In off hand | Kindledeath the voratun longsword (163% power, 26 apr) 3.0 T5 longsword 1H weapon [Random Unique] Master Power 163% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +26 Crit +25.0% Atk.spd 100% Melee+ +12 light On Hit.r1 +12 light While equipped: dps ---------- Dmg.mod +15% physical Res.pen +22% physical Acc +12 (+3 eff.) Apr +26 On Hit (Melee): * 30% chance to blind ----- def ----- Resists +3% light Sharp, long, and deadly. |
| Cloak | marshal's elven-silk cloak of backstabbing (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +30.00% Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Phys.save +14 (+4 eff.) Stealth +5 Max.HP +40.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ce'Nogata the Galebane (5 def, 13 armour) 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Crit.mult +17.00% Phys.pwr +7 (+1 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +12% lightning Melee Ret 12 lightning 12 physical ----- def ----- Armour +13 Hardiness +20% Defense +5 (+2 eff.) Fatigue +9% Resists +6% lightning Phys.save +10 (+3 eff.) HP.reg +5.60 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 144% / cooldown 64%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 60)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 60 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+18 for 10 turns, die at -769)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -769 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+16 for 9 turns, die at -481)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 9 turns. While Heroism is active, you will only die when reaching -481 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+16 for 11 turns, die at -681)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -681 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (847% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 847% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 518 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 518 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 635 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 635 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 799 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 799 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 18%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 22%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 27%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 17%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (450.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 589.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport in a range of 8. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of mastery (0.11 Cunning / Survival)0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +20% Disease- +20% ---------- misc Masteries +0.11 Cunning/Survival Amulets can have magical properties. |
stralite amulet 'Bethirena'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Dex +11 Wil +3 Cun dps ---------- Apr +6 ----- def ----- Armour +6 Heal.mod +25% Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
warmaker's gold amulet of perfection (0.27 Technique / Mobility,0.27 Cunning / Dirty fighting)0.1 T3 amulet jewelry [Ego++] Master While equipped: Stats +6 Str +7 Dex +5 Wil ---------- misc Masteries +0.27 Technique/Mobility +0.27 Cunning/Dirty fighting Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 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. |
Araba the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +5.0% Acc +8 (+2 eff.) Apr +3 ----- def ----- Armour +6 Max.HP +30.00 HP.reg +2.50 Stun/Frz- +28% ---------- misc Stam/turn +1.00 Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-7 eff.) Spell.save -30 (-18 eff.) Mind.save -30 (-9 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's voratun ring of life0.1 T5 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +13 (+4 eff.) ----- def ----- Max.HP +84.00 HP.reg +1.90 Heal.mod +30% Rings can have magical properties. |
copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings can have magical properties. |
gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Rings can have magical properties. |
gold ring 'Porawe'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +10 Mag +2 Con dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical ---------- misc Infravis +3 Rings can have magical properties. |
gold ring of lightning (+22%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
savior's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +9 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
sneakthief's stralite ring of speed0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +7 Dex dps ---------- Mov.spd +15% Acc +19 (+5 eff.) ----- def ----- Defense +7 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.2 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings can have magical properties. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
voratun ring of misery0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 16 bleed Ranged+ 12 bleed On Hit (Melee): * 16% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.8 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 73%. Rings can have magical properties. |
warrior's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +6 Resists +22% cold Rings can have magical properties. |
wizard's gold ring of clarity0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +8 (+2 eff.) Confus- +26% Rings can have magical properties. |
voratun battleaxe of nature (167% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 168% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +16% nature ----- def ----- Resists +12% all Massive two-handed battleaxes. |
Sawrd (136% power, 19 apr)3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 137% Range: 1.6x Uses 40% Wil, 120% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
Butcher (159% power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 160% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+5 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Flashblight (156% power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Nature/Master Power 157% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +26 insidious poison +8 blight On Hit.r1 +4 blight On Hit: * 40% chance to disease While equipped: dps ---------- Dmg.mod +6% light Res.pen +12% physical Acc +9 (+2 eff.) Apr +5 ---------- misc Light +2 Sharp, long, and deadly. |
Jetnail of the Blightspawn (151% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 152% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +28 insidious poison +22 temporal +13 nature On Hit: 20% Netherblast 5 On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% Dmg.mod +15% temporal Res.pen +5% fire ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% On Spell Hit: 20% Netherblast 5 Sharp, long, and deadly. |
truestriking voratun longsword of shearing (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 153% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% physical Res.pen +24% physical Acc +14 (+4 eff.) Apr +24 Sharp, long, and deadly. |
Nature's Vengeance (150% power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 150% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) Rush: Level 4.8 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Thunderfall (161% power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 162% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
caustic voratun mace of evisceration (157% power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 157% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 26% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 27 bleeding, 77% reduced healing While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +13 (+2 eff.) Res.pen +12% acid ----- def ----- HP.reg +1.90 Blunt and deadly. |
living mindstar of sand (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 114% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% physical Res.pen +11% physical Melee Ret 15 physical ----- def ----- Resists +12% physical Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 24 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Nithan's Force4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 16 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 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." |
cruel dragonbone starstaff of breaching (136% power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Spell.crit +5% Crit.mult +18.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% temporal Res.pen +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
reinforced voratun steamsaw of resistance (151% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 151% Range: 1.5x Uses 40% Wil, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: ----- def ----- Armour +16 Defense +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% fire +12% lightning +10% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Mardovor the Curewrither (134% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 134% Range: 1.4x Uses 40% Wil, 100% Str Dmg Temporal Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Phasing +30% Melee+ +50 insidious poison +21 temporal +13 nature On Hit: * Slows global speed by 43% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +18.00% Spell.pwr +4 (+1 eff.) S.pwr/crit +4 Apr +13 Melee Ret 4 nature ----- def ----- Spell.save +9 (+4 eff.) One-handed war axes. |
truestriking voratun waraxe of projection (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master/Psionic Power 151% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +13% physical Acc +14 (+4 eff.) Apr +8 One-handed war axes. |
warbringer's voratun waraxe of ruin (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 148% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +10.0% Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Res.pen +10% physical Apr +15 ----- def ----- Disarm- +30% One-handed war axes. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
monstrous drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego++] Nature While equipped: Stats +4 Str +10 Con dps ---------- Phys.pwr +15 (+3 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
monstrous drakeskin leather belt of valiance1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Phys.save +10 (+3 eff.) Mind.save +14 (+4 eff.) Max.HP +90.00 ---------- misc Size +1 A belt that goes around your waist. |
ravager's drakeskin leather belt of dampening1.0 T5 belt armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +18% physical Res.pen +11% physical ----- def ----- Resists +7% acid +8% fire +8% lightning +8% cold A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind +0% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Stun/Frz- +0% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 77 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+5 eff.) Resists +0% lightning +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 Stun/Frz- +0% ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.0 Pwr.cost 18 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 65.32 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
battlemaster's elven-silk cloak of conjuring (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +5 Str +3 Dex +3 Con dps ---------- Spell.crit +5% Crit.mult +24.00% Spell.pwr +7 (+2 eff.) Dmg.mod +12% arcane Res.pen +12% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save -30 (-18 eff.) ---------- misc Stam/turn +1.30 Mana/turn -0.34 Max.mana +83.00 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe of power (5 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +17 (+4 eff.) Dmg.mod +12% all ----- def ----- Defense +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ariseth the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +2 (+0 eff.) Mov.spd +20% Phasing +40% Melee Ret 8 blight ----- def ----- Armour +5 Fatigue +4% Mind.save +30 (+8 eff.) Silence- +84% Confus- +88% Stun/Frz- +88% ---------- misc Psi/ret +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloudwarden the pair of voratun boots (8 def, 5 armour)3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Armour +5 Defense +8 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue -6% Resists +6% acid +12% temporal +6% light +5% arcane +3% lightning Phys.save +22 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +24 (+6 eff.) Max.HP +60.00 ---------- misc Stam/turn +0.70 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 58% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Halikhad (0 def, 11 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +11 Dex +3 Wil +2 Cun +5 Con +15 Lck dps ---------- Apr +2 Melee Ret 12 physical ----- def ----- Armour +11 Fatigue +5% Stealth +12 ---------- misc Infravis +3 Disengage: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
The Warped Boots (2 def, 4 armour)3.0 T5 feet armor [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+5 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 3.0 Pwr.cost 10 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 183.95 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Zerogalen (0 def, 7 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +11 Lck +5 Dex dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Apr +8 ----- def ----- Armour +7 Fatigue -2% Resists +4% physical Phys.save +28 (+7 eff.) Stealth +9 Cut- +5% Knockbk- +5% ---------- misc Max.enc +43 A pair of boots made of leather. |
blood-soaked pair of voratun boots of invasion (0 def, 5 armour)3.0 T5 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+2 eff.) Res.pen +13% physical Apr +10 ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of voratun boots of strife (0 def, 5 armour)3.0 T5 feet armor [Ego+] Nature/Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +9% physical ----- def ----- Armour +5 Fatigue +4% Resists +12% lightning +9% temporal Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 44 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of drakeskin leather boots of uncanny dodging (6 def, 5 armour)2.0 T5 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Defense +6 (+2 eff.) Rng.Def +5 (+2 eff.) Fatigue -3% Max.HP +57.00 ---------- misc Stam/turn +0.70 A pair of boots made of leather. |
pair of drakeskin leather boots of phasing (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +5 Fatigue +5% Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of dwarven-steel boots 'Bogbreak' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue -4% Resists +6% nature Phys.save +7 (+2 eff.) Die.at -80.00 life Max.HP +70.00 ---------- misc Max.enc +29 Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of invasion (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Res.pen +14% physical ----- def ----- Armour +5 Fatigue +5% Silence- +37% Confus- +40% Stun/Frz- +46% A pair of boots made of leather. |
Darkwaker of the Blightspawn (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Master While equipped: Stats +6 Str +7 Dex +4 Wil +4 Cun +5 Con dps ---------- Phys.crit +12.0% Spell.crit +14% Mind.crit +12% Crit.mult +11.00% On Melee Ret: * 40% chance to disease * 41% chance to inflict 15% damage reduction ----- def ----- Armour +3 Resists +1% physical Phys.save +6 (+2 eff.) Die.at -40.00 life Disarm- +22% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
Ebonycast of the Blightspawn (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +13 Str +3 Wil -6 Cun +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 7 fire Dmg.mod +5% fire Res.pen +5% blight +5% mind ----- def ----- Armour +2 Resists +7% fire Disarm- +25% ---------- misc Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
spellstreaming voratun gauntlets (0 def, 3 armour)1.5 T5 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +8% Spell.pwr +13 (+4 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.27 Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Flashweeper the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% lightning Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +2 (+1 eff.) Resists +21% lightning Spell.save +15 (+7 eff.) A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 16.54 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +0 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+3 eff.) Silence- +0% ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Str dps ---------- Melee Ret 7 physical ----- def ----- Armour +3 Fatigue +3% Resists +8% cold ---------- misc Breathe water Skullcr.mult +1 Skullcracker: Puts all charms on 20 cooldown Level 4.8 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1956.0 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
grounding elven-silk wizard hat of fire (+14%) (3 def, 0 armour)2.0 T5 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +18% fire ----- def ----- Defense +3 (+1 eff.) Resists +14% lightning +12% temporal +27% fire A pointy cloth hat, very wizardly... |
insulating elven-silk wizard hat of fire (+37%) (3 def, 0 armour)2.0 T5 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +16% fire ----- def ----- Defense +3 (+1 eff.) Resists +12% cold +37% fire A pointy cloth hat, very wizardly... |
prismatic drakeskin leather hat of fortune (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +13 Lck dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +6% ----- def ----- Armour +5 Fatigue +5% Resists +17% light +19% darkness A hat made of leather. Very stylish. |
stabilizing drakeskin leather hat of knowledge (0 def, 5 armour)2.0 T5 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Phys.save +23 (+6 eff.) A hat made of leather. Very stylish. |
thaloren voratun helm of dexterity (+6) (0 def, 5 armour)3.0 T5 head armor [Ego+] Master While equipped: Stats +6 Dex +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +15% blight Mind.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's drakeskin leather cap of strength (+11) (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +11 Str +4 Dex +4 Cun +3 Con ----- def ----- Armour +5 Fatigue +5% Resists -33% light HP.reg +5.40 A cap made of leather. |
Uruldil the Blindstrike (2 def, 4 armour)9.0 T2 light armor [Rare] Disrupt While equipped: Stats +4 Wil +10 Con dps ---------- Res.pen +20% light ----- def ----- Armour +4 Hardiness +0% Defense +2 (+1 eff.) Fatigue +7% Resists +12% nature +11% blight D.Red.from +6% Unnatural A suit of armour made of leather. |
reinforced leather armour 'Chamirand' (22 def, 20 armour)9.0 T4 light armor [Random Unique] Master While equipped: Stats +8 Cun +12 Dex dps ---------- Mov.spd +20% Res.pen +10% temporal Acc +2 (+1 eff.) Melee Ret 16 acid ----- def ----- Armour +20 Hardiness +0% Defense +22 (+7 eff.) Rng.Def +9 (+3 eff.) Fatigue +8% Resists +7% physical Phys.save +19 (+5 eff.) Heal.mod +5% ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
fearforged voratun plate armour (9 def, 16 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego+] Arcane While equipped: Stats +8 Con ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +41% Resists +12% fire -16% light +15% darkness Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+3 eff.) A suit of armour made of metal plates. |
searing voratun plate armour of delving (9 def, 16 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego++] Arcane/Master While equipped: Stats +9 Str dps ---------- Melee+ 23 acid 16 fire Melee Ret 14 acid 14 fire ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +16% acid +20% fire +20% darkness +11% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour of the dragon (9 def, 16 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego+] Nature While equipped: Stats +5 Str +6 Con ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +14% acid +13% physical +15% cold +15% lightning +12% fire Disarm- +30% Stun/Frz- +34% Knockbk- +33% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
icy voratun shield of physical resistance (+15%) (12 def, 3 armour, 184.5 block)7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 9 cold Melee Ret 15 ice ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +15% physical ---------- misc Talents +5 Block Handheld deflection devices. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
257 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
17 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
14 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-5 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
shattering voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Res.pen +21% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
21 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+4 eff.) Spell.save +15 (+7 eff.) Mind.save +15 (+4 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +46.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +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. |
44 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
28 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
34 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 380.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 33] amazing fiery salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 78% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 78% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 481] amazing healing salve [power 481]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 78% cooldown modifier. Heal 481 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 421] amazing pain suppressor salve [power 421]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 78% cooldown modifier. Let you fight up to -421 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 78% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dwarven-steel torque of psychoportation [power 36] (30 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 36) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of kinetic psionic shield [power 171] (23 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 171 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
Brodolathaldil [power 28] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +1 Dex +1 Mag +6 Con ----- def ----- Fatigue -6% Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+9 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of thorny skin 'Abyssseam' [power 90] (20 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +27% blight +20% fire Melee Ret 8 light 22 fire ---------- misc Wards +4 acid +5 nature +5 light Talents +1 Invoke Tentacle +1 Ward +4 Lay Web Cooldown Invoke Tentacle +5 Lay Web -1 Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Bolttooth' [power 69] (20 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +12% physical Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% lightning Phys.save +6 (+2 eff.) Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to regenerate 13 equilibrium. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Cyryvena' [power 35] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Resists +3% acid Mind.save +18 (+5 eff.) Heal/summ +20 Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
32 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
29 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
32 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Grom the Krog Marauder level 34
3rd Summertide 123rd year of Ascendancy at 02:28 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grom the Krog Marauder level 21
38th Regrowth 123rd year of Ascendancy at 06:04 see stats
Against all odds
Killed Ukruk in the ambush.By Grom the Krog Marauder level 33
1st Summertide 123rd year of Ascendancy at 07:58 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Grom the Krog Marauder level 17
6th Regrowth 123rd year of Ascendancy at 23:23 see stats
Arachnophobia
Destroyed the spydric menace.By Grom the Krog Marauder level 37
3rd Haze 123rd year of Ascendancy at 16:33 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Grom the Krog Marauder level 50
70th Haze 124th year of Ascendancy at 10:23 see stats
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.By Grom the Krog Marauder level 50
33rd Regrowth 125th year of Ascendancy at 01:01 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Grom the Krog Marauder level 42
79th Regrowth 124th year of Ascendancy at 00:59 see stats
Brave new world
Went to the Far East and took part in the war.By Grom the Krog Marauder level 36
78th Dusk 123rd year of Ascendancy at 10:43 see stats
Bringer of Doom
Killed a Bringer of Doom.By Grom the Krog Marauder level 34
40th Dusk 123rd year of Ascendancy at 09:21 see stats
Clone War
Destroyed your own Shade.By Grom the Krog Marauder level 38
67th Haze 123rd year of Ascendancy at 20:31 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grom the Krog Marauder level 10
11st Dusk 122nd year of Ascendancy at 21:57 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Grom the Krog Marauder level 50
8th Haze 124th year of Ascendancy at 01:48 see stats
Destroyer of the creation
Killed Slasul.By Grom the Krog Marauder level 47
33rd Dusk 124th year of Ascendancy at 03:00 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Grom the Krog Marauder level 36
45th Dusk 123rd year of Ascendancy at 20:22 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Grom the Krog Marauder level 38
8th Haze 123rd year of Ascendancy at 01:16 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Grom the Krog Marauder level 50
72nd Regrowth 125th year of Ascendancy at 03:41 see stats
Exterminator
Killed 1000 creatures.By Grom the Krog Marauder level 15
1st Decay 122nd year of Ascendancy at 04:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grom the Krog Marauder level 17
11st Regrowth 123rd year of Ascendancy at 09:18 see stats
Fear me not!
Survived the Fearscape!By Grom the Krog Marauder level 28
51st Pyre 123rd year of Ascendancy at 07:31 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Grom the Krog Marauder level 50
9th Haze 124th year of Ascendancy at 23:04 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Grom the Krog Marauder level 47
33rd Dusk 124th year of Ascendancy at 03:53 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Grom the Krog Marauder level 45
1st Dusk 124th year of Ascendancy at 00:53 see stats
Guiding Hand
Saved all escorted adventurers.By Grom the Krog Marauder level 34
2nd Flare 123rd year of Ascendancy at 16:58 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grom the Krog Marauder level 21
38th Regrowth 123rd year of Ascendancy at 06:36 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Grom the Krog Marauder level 50
70th Haze 124th year of Ascendancy at 10:47 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Grom the Krog Marauder level 30
78th Pyre 123rd year of Ascendancy at 04:20 see stats
Level 10
Got a character to level 10.By Grom the Krog Marauder level 10
11st Dusk 122nd year of Ascendancy at 21:55 see stats
Level 20
Got a character to level 20.By Grom the Krog Marauder level 20
27th Regrowth 123rd year of Ascendancy at 22:22 see stats
Level 30
Got a character to level 30.By Grom the Krog Marauder level 30
70th Pyre 123rd year of Ascendancy at 10:22 see stats
Level 40
Got a character to level 40.By Grom the Krog Marauder level 40
2nd Regrowth 124th year of Ascendancy at 00:37 see stats
Level 50
Got a character to level 50.By Grom the Krog Marauder level 50
48th Dusk 124th year of Ascendancy at 15:17 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Grom the Krog Marauder level 42
12nd Pyre 124th year of Ascendancy at 01:58 see stats
Orcrist
Killed the leaders of the Orc Pride.By Grom the Krog Marauder level 50
8th Haze 124th year of Ascendancy at 07:02 see stats
Overpowered!
Did over 6000 damage in one attack.By Grom the Krog Marauder level 50
64th Regrowth 125th year of Ascendancy at 10:25 see stats
Poisonous
Sided with the assassin lord.By Grom the Krog Marauder level 12
59th Dusk 122nd year of Ascendancy at 18:24 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Grom the Krog Marauder level 46
24th Dusk 124th year of Ascendancy at 07:45 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grom the Krog Marauder level 25
18th Pyre 123rd year of Ascendancy at 03:19 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Grom the Krog Marauder level 22
48th Regrowth 123rd year of Ascendancy at 06:15 see stats
Size is everything
Did over 1500 damage in one attack.By Grom the Krog Marauder level 35
45th Dusk 123rd year of Ascendancy at 00:36 see stats
Size matters
Did over 600 damage in one attack.By Grom the Krog Marauder level 30
71st Pyre 123rd year of Ascendancy at 07:17 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Grom the Krog Marauder level 36
66th Dusk 123rd year of Ascendancy at 06:56 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Grom the Krog Marauder level 50
72nd Regrowth 125th year of Ascendancy at 03:40 see stats
The Arena
Unlocked Arena mode.By Grom the Krog Marauder level 7
8th Mirth 122nd year of Ascendancy at 20:31 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Grom the Krog Marauder level 21
38th Regrowth 123rd year of Ascendancy at 06:04 see stats
The Sun Still Shines
Aeryn survived the last battle.By Grom the Krog Marauder level 50
72nd Regrowth 125th year of Ascendancy at 03:41 see stats
The bigger the better!
Did over 3000 damage in one attack.By Grom the Krog Marauder level 50
70th Haze 124th year of Ascendancy at 10:31 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Grom the Krog Marauder level 38
40th Haze 123rd year of Ascendancy at 05:36 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Grom the Krog Marauder level 19
14th Regrowth 123rd year of Ascendancy at 11:18 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Grom the Krog Marauder level 28
52nd Pyre 123rd year of Ascendancy at 23:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grom the Krog Marauder level 15
2nd Decay 122nd year of Ascendancy at 16:25 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Grom the Krog Marauder level 33
10th Mirth 123rd year of Ascendancy at 17:28 see stats
Log
Grom no longer revels in blood quite so much.
Talent Flurry is ready to use.
Talent Greater Weapon Focus is ready to use.
Talent Wrath of the Wilds is ready to use.
Talent Blinding Speed is ready to use.
Rested for 46 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 19 turns (stop reason: at portal).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Resting starts...
Rested for 1 turns (stop reason: saving).
Saving game...
Ran for 1 turns (stop reason: didn't move).
Today is the 73rd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 74th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
Today is the 75th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Saving done.
Grom deactivates Exploit Weakness.
Grom deactivates Trained Reactions.
Grom deactivates Antimagic Shield.




















































































































































































































