








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Forbidden Cults 1.7.4Official 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Steel Monk Evolution for Brawler (Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Berserker (Barbarian) |
Level / Exp | 50 / 964% |
Size | small |
Lifes / Deaths | Killed by Islytha the brittle clear ooze at level 20 on the 6th Haze 122nd year of Ascendancy at 15:34 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 116 (base 63) |
Dexterity | 94 (base 65) |
Constitution | 59 (base 30) |
Magic | 12 (base 12) |
Willpower | 72 (base 60) |
Cunning | 21 (base 9) |
Resources
Life | 1951/1951 |
Stamina | 363/363 |
Equilibrium | 30 |
Healing Factor | 1.7751133323993 |
Regeneration | 56.50417990183 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 21.970039208598 |
See Invisible | 30.970039208598 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 282 |
Accuracy | 103 |
Crit Chance | 106% |
APR | 111 |
Speed | 1.00 |
Offense: Offhand
Damage | 230 |
Accuracy | 103 |
Crit Chance | 108% |
APR | 111 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +21% |
Acid | +18% |
Darkness | +15% |
Cold | +30% |
Mind | +3% |
Physical | +94% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +47% |
Light | +51% |
Mind | +37% |
Nature | +32% |
Physical | +61% |
Cold | +27% |
All | +22% |
Defense: Base
Armour (hardiness) | 52 (50%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 17 |
Physical Save | 43 |
Spell Save | 29 |
Mental Save | 37 |
Defense: Resistances
Lightning | + 25%( 70%) |
Acid | + 45%( 70%) |
Nature | + 27%( 70%) |
Darkness | + 34%( 70%) |
Cold | + 36%( 70%) |
Physical | + 60%( 70%) |
Fire | + 36%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Disarm Resistance | 44% |
Stun Resistance | 0% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 767 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 307 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 929% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Technique / Bloodthirst | 1.60 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Technique / Combat techniques | 1.60 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Berserker's strength | 1.60 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.60 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Technique / Combat training | 1.90 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
talent | Antimagic Shield |
beneficial effect | Parrying melee and ranged attacks: Has a 79% chance to deflect up to 48 damage from the next 2.2 attack(s). Parried attacks cannot crit. Parrying |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by elder vampire. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Beef Testosterone. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2795. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 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. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Effects on melee hit: * 23% chance to reduce armor by 30% Damage when hit (Melee): 4 cold Changes stats: +7 Wil Changes resistances: +12% darkness Changes resistances penetration: +25% darkness / +12% all Changes damage: +12% acid Critical mult.: +20.00% Mental save: +15 (+6 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes stats: +3 Dex / +3 Con Changes resistances: +12% physical Changes resistances penetration: +25% physical Changes damage: +12% physical Only die when reaching: -80.00 life See invisible: +9 A pointy cloth hat, very wizardly... This object's appearance was changed to Steel Helm of Garkul. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +8 Physical crit. chance: +3.0% Physical power: +40 (+8 eff.) Armour: +10 Changes stats: +3 Str Changes resistances: +15% cold Changes resistances penetration: +29% light Changes damage: +15% darkness Critical mult.: +34.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +41 (+7 eff.) Physical power: +14 (+3 eff.) Changes stats: +9 Str / +4 Dex / +10 Con Changes resistances: +20% physical Changes resistances penetration: +10% all Changes damage: +20% physical Life regen: +17.00 Stamina each turn: +3.00 Maximum life: +96.00 Maximum stamina: +31.46 Healing mod.: +18% Rings make your fingers look great! |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 30% * 20% chance to reduce all saves and defense by 25 Changes resistances: +6% acid Changes resistances penetration: +15% mind / +14% physical Changes damage: +3% mind / +21% physical Critical mult.: +13.00% Life regen: +2.30 Healing mod.: +23% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 195% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 30% When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +19 Physical crit. chance: +16.0% Effects on melee hit: * 10% chance to reduce armor by 30% Damage when hit (Melee): 2 acid Changes stats: +6 Dex Changes resistances: +6% acid Changes damage: +6% acid Critical mult.: +37.00% Combat speed: +10% Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +12.0% Armour: +12 Fatigue: +5% Damage (Melee): 14 physical Damage when hit (Melee): 6 cold / 4 fire Changes resistances: +15% fire Changes damage: +3% fire / +6% cold / +9% physical Critical mult.: +15.00% Physical save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +44% Spell crit. chance: +9% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 1) on hit: +11 physical Damage (radius 2) on crit: +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 187% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +39 (+6 eff.) Armour penetration: +19 Physical crit. chance: +16.0% Armour: +4 Changes stats: +13 Str / +3 Dex Changes damage: +17% physical Critical mult.: +42.00% Massive two-handed swords. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +11 Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Dex / +2 Con Changes resistances: +3% nature Changes resistances penetration: +10% nature / +5% cold Changes damage: +24% cold Talent mastery: +0.30 Technique / Combat training Critical mult.: +21.00% Stealth bonus: +11 Spell save: +8 (+4 eff.) Stamina each turn: +1.10 Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +16 Changes damage: +21% lightning Critical mult.: +43.24% Mana when firing critical spell: +2.32 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +116.19 Spellpower: +35 (+13 eff.) Amulets make your neck look great! |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil / +11 Con Changes resistances penetration: +10% acid Changes damage: +6% acid Light radius: +3 Infravision radius: +3 Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Defense: +5 (+2 eff.) Changes stats: +3 Str Critical mult.: +15.00% Cut immunity: +50% Only die when reaching: -80.00 life Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +3 Wil Changes resistances: +3% cold / +28% mind / +5% arcane Changes resistances penetration: +20% arcane Mental save: +7 (+3 eff.) Confusion immunity: +67% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +6.0% Defense: +30 (+10 eff.) Changes stats: +3 Con Changes resistances: +26% mind Changes resistances penetration: +25% physical Reduces incoming crit damage: 15.00% Confusion immunity: +35% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 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. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +6 Wil Changes resistances: +26% fire Changes resistances penetration: +20% acid / +10% temporal Changes damage: +13% fire Life regen: +13.00 Maximum life: +75.00 Mindpower: +13 (+4 eff.) Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Mag Changes damage: +3% mind Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +23.00 Maximum psi: +10.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +2 Changes stats: +2 Str Changes resistances: +20% cold Changes damage: +6% physical / +10% cold Critical mult.: +10.00% Only die when reaching: -20.00 life Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +3% acid / +15% nature / +3% lightning Changes damage: +9% acid Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +28% light Changes resistances penetration: +20% fire Changes damage: +6% blight / +14% light / +6% all Critical mult.: +10.00% Spell save: +6 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +22 (+9 eff.) Mindpower: +17 (+6 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +3 Physical crit. chance: +7.0% Physical power: +30 (+6 eff.) Defense: +15 (+5 eff.) Changes stats: +3 Str Life regen: +10.00 Maximum life: +60.00 Healing mod.: +16% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +5 Cun / +7 Dex Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +24% nature Changes damage: +12% nature Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +17 (+3 eff.) Changes stats: +10 Dex / +10 Cun / +15 Con Changes resistances: +10% blight / +12% fire / +5% arcane Changes resistances penetration: +25% light Changes damage: +6% light / +7% all Damage affinity(heal): +15% nature Spell save: +6 (+3 eff.) Mental save: +15 (+6 eff.) Confusion immunity: +36% Stun/Freeze immunity: +30% Life regen: +2.00 Spellpower: +20 (+8 eff.) Mindpower: +20 (+7 eff.) Healing mod.: +30% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +10 Str / +34 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +12 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +12 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +7 Mag / +5 Wil / +4 Con Changes resistances: +14% blight / +9% mind / +15% nature / +12% light Changes damage: +6% light / +6% mind Poison immunity: +30% Disease immunity: +28% Rings make your fingers look great! |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 25 * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +74% Unnatural When wielded/worn: Accuracy: +27 (+4 eff.) Armour penetration: +16 Changes stats: +7 Wil Changes resistances penetration: +5% cold / +10% mind / +13% all Changes damage: +18% mind Massive two-handed battleaxes. |
![]() Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 116 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 164% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 62 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 When wielded/worn: Physical crit. chance: +19.0% Effects on melee hit: * 20% chance to slow global speed by 52% Changes stats: +3 Cun / +2 Con Changes resistances penetration: +34% lightning Changes damage: +23% lightning Reduces incoming crit damage: 10.00% See invisible: +12 Massive two-handed mauls. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical crit. chance: +16.0% Changes stats: +6 Dex Critical mult.: +42.00% Combat speed: +10% Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 light / +23 darkness Damage against: +38% Undead / +21% Living When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +20 Changes stats: +9 Mag Changes resistances penetration: +19% physical Changes damage: +6% temporal Critical mult.: +15.00% Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 temporal Damage (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +42 Physical crit. chance: +21.0% Changes stats: +2 Mag / +3 Wil / +3 Cun Changes resistances: +28% temporal Changes resistances penetration: +20% blight / +21% physical Critical mult.: +49.00% Reduces incoming crit damage: 5.00% Light radius: +2 Massive two-handed swords. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +12% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 68 fire Damage when hit (Melee): 4 temporal Changes resistances: +12% temporal Changes resistances penetration: +15% blight Changes damage: +3% blight / +6% temporal / +30% darkness Talent granted: +1 Command Staff Critical mult.: +79.00% Physical save: +12 (+4 eff.) Spellpower: +35 (+13 eff.) Spell crit. chance: +5% See invisible: +40 Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +12% blight / +5% arcane / +6% light Life regen: +2.80 Equilibrium when hit: +0.08 Mindpower: +30 (+10 eff.) Healing mod.: +18% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances penetration: +11% physical Changes damage: +13% physical Critical mult.: +6.00% A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 17 power out of 20/20) : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +8 Cun / +10 Wil Changes resistances: +9% acid / +7% fire / +7% lightning / +9% cold Mental save: +13 (+5 eff.) Mindpower: +20 (+7 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical power: +25 (+5 eff.) Defense: +8 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Con Changes resistances: +6% light Physical save: +7 (+2 eff.) Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Mag / +9 Wil / +5 Con Changes resistances: +14% fire / +9% light / +13% cold Changes resistances penetration: +10% cold / +5% nature / +9% physical Changes damage: +3% nature / +12% cold Mindpower: +7 (+2 eff.) It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 22 turns. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +3% Changes damage: +6% blight Critical mult.: +10.00% Silence immunity: +24% Confusion immunity: +28% Stun/Freeze immunity: +29% Maximum vim: +40.00 Spellpower: +6 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 mind Changes stats: +6 Str / +4 Cun / +6 Con Changes resistances: +6% lightning Changes damage: +7% physical Critical mult.: +5.00% Maximum psi: +40.00 Mindpower: +25 (+8 eff.) Size category: +1 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +10 Str / +10 Con Changes resistances: +14% acid / +14% temporal / +15% blight / +12% fire / +13% cold / +26% lightning Changes resistances penetration: +5% arcane Changes damage: +9% blight / +9% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +3 Con Critical mult.: +5.00% Disease immunity: +20% Life regen: +4.00 Maximum life: +20.00 Maximum psi: +20.00 Mental crit. chance: +6% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.6 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -5% Changes stats: +5 Mag / +6 Wil / +4 Cun Changes resistances: +5% arcane Changes resistances penetration: +11% physical Changes damage: +9% temporal Maximum encumbrance: +42 Physical save: +27 (+9 eff.) Spell save: +15 (+7 eff.) Mental save: +15 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Damage (Melee): 8 blight / 11 darkness Changes stats: +3 Str / +4 Wil / +3 Con Changes resistances: +8% darkness / +7% blight Changes damage: +6% darkness / +6% blight Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Disarm immunity: +31% Mana each turn: +0.04 Maximum mana: +40.00 Damage Shield penetration: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Power: 124% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Disarm (10% chance level 3). On weapon hit: * 11% chance to reduce damage dealt by 21% Damage (radius 2) on crit: +10 blight Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Damage (Melee): 10 fire Damage when hit (Melee): 4 blight / 6 fire Changes resistances: +6% blight / +16% fire Changes damage: +3% blight / +7% fire Physical save: +5 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +29% Life regen: +2.70 Stamina each turn: +0.30 Psi each turn: +0.21 When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +13 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +5 Physical crit. chance: +1.0% Armour: +15 Damage (Melee): 10 physical Changes damage: +3% physical Stamina each turn: +3.00 Only die when reaching: -20.00 life Maximum stamina: +20.00 When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +8 Str Changes resistances: +12% cold Changes damage: +18% light / +21% physical Life regen: +9.00 Stamina each turn: +4.70 Only die when reaching: -60.00 life Maximum stamina: +40.00 When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +46 (+8 eff.) Armour: +2 Defense: +10 (+4 eff.) Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +4 Dex / +6 Con Changes resistances penetration: +20% blight / +15% physical When used to modify unarmed attacks: Power: 124% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Physical power: +12 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 fire Damage when hit (Melee): 2 lightning Changes resistances: +12% blight / +7% fire / +9% acid Changes damage: +6% acid / +4% fire Spell save: +23 (+11 eff.) When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). On weapon hit: * 23% chance to slow global speed by 52% * 29% chance to reduce armor by 30% Damage (radius 2) on crit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Fatigue: +5% Effects when hit in melee: * 22 arcane resource burn Critical mult.: +10.00% Spell save: +15 (+7 eff.) Spell crit. chance: +12% Mental crit. chance: +11% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 17 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +7 Wil / +4 Cun Changes resistances: +3% fire Changes damage: +9% mind Critical mult.: +10.00% Physical save: +22 (+7 eff.) Mental save: +3 (+2 eff.) Stamina when hit: +1.90 Equilibrium when hit: +2.20 Psi when hit: +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity 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. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 52% Changes resistances: +9% mind / +12% cold / +22% light / +15% darkness Changes damage: +18% physical Poison immunity: +20% Stamina each turn: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +25 (+5 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str / +7 Dex Changes damage: +21% physical Critical mult.: +15.00% Psi when hit: +0.20 Maximum stamina: +20.00 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Con Changes resistances penetration: +27% light Changes damage: +18% mind Critical mult.: +30.00% Mental save: +19 (+7 eff.) Mana when firing critical spell: +2.15 Maximum psi: +53.85 Spell crit. chance: +6% A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +20 (+7 eff.) Fatigue: +4% Changes stats: +4 Con Changes resistances: +3% acid / +14% cold / +3% mind / +9% blight Allows you to breathe in: water Life regen: +2.00 Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Wil / +9 Cun / +3 Con Changes damage: +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 light Changes resistances: +6% mind / +7% cold / +12% light / +6% darkness Changes resistances penetration: +5% light Changes damage: +9% light Allows you to breathe in: water A cap made of leather. This object's appearance was changed to Steel Helm of Garkul. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +32 (+5 eff.) Physical power: +32 (+6 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +4 Dex Changes resistances: +15% fire / +15% cold Critical mult.: +21.54% Physical save: +19 (+6 eff.) A cap made of leather. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +8 Mag / +6 Wil Changes resistances: +15% lightning / +11% temporal Changes resistances penetration: +5% blight / +15% arcane Changes damage: +6% blight Critical mult.: +15.00% Spell save: +3 (+1 eff.) Psi each turn: +0.28 Spellpower: +11 (+5 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -5% Changes stats: +3 Str Changes resistances: +9% blight / +3% nature / +5% arcane Changes damage: +15% cold Disarm immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +3 Changes stats: +2 Str / +4 Con Changes resistances: +15% nature Changes resistances penetration: +19% physical Changes damage: +12% blight Physical save: +9 (+3 eff.) Disease immunity: +20% Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 23% chance to slow global speed by 52% Changes stats: +8 Str Changes resistances: +18% blight / +12% fire / +15% nature / +17% mind Changes damage: +9% nature Disease immunity: +23% Maximum life: +100.00 Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness / 30 fire Changes stats: +6 Wil Changes resistances: +12% blight / +9% fire / +15% darkness Changes resistances penetration: +5% darkness Changes damage: +12% mind Equilibrium when hit: +0.24 Psi when hit: +0.04 Spellpower: +6 (+3 eff.) Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Light radius: +5 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 25 blight damage or heals 37 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +1.0% Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 19 fire Changes resistances: +3% physical / +6% fire Changes resistances penetration: +8% all Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +6 Changes stats: +8 Str / +3 Dex Changes resistances: +15% blight / +15% darkness / +21% lightning Changes resistances penetration: +20% mind Maximum psi: +50.00 Spellpower: +5 (+3 eff.) Spell crit. chance: +6% Mindpower: +25 (+8 eff.) Mental crit. chance: +7% Light radius: +5 Infravision radius: +6 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 25 blight damage or heals 37 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Effects on melee hit: * 20% chance to reduce armor by 30% Changes resistances penetration: +15% blight / +10% all Changes damage: +6% blight Physical save: +9 (+3 eff.) Maximum life: +56.00 Light radius: +6 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% cold Changes resistances penetration: +15% cold Light radius: +6 Infravision radius: +1 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% fire / +6% light Physical save: +9 (+3 eff.) Teleport immunity: +20% It can be used to blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +6% lightning / +3% darkness Changes resistances penetration: +10% cold It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 217 Base Damage: 100 Armor: 2 All Resist: 0 Activation puts all charms on cooldown for 22 turns. When used: * Heal for 37. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +5 Str / +1 Con Changes resistances: +6% light Changes resistances penetration: +15% physical Physical save: +6 (+2 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 412 Base Damage: 167 Armor: 9 All Resist: 17 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Beef Testosterone the Halfling Berserker level 37
11st Pyre 123rd year of Ascendancy at 05:05 see stats
By Beef Testosterone the Halfling Berserker level 37
9th Pyre 123rd year of Ascendancy at 14:07 see stats
By Beef Testosterone the Halfling Berserker level 18
74th Dusk 122nd year of Ascendancy at 10:06 see stats
By Beef Testosterone the Halfling Berserker level 43
78th Pyre 123rd year of Ascendancy at 03:53 see stats
By Beef Testosterone the Halfling Berserker level 50
30th Regrowth 124th year of Ascendancy at 03:51 see stats
By Beef Testosterone the Halfling Berserker level 40
62nd Pyre 123rd year of Ascendancy at 03:50 see stats
By Beef Testosterone the Halfling Berserker level 26
5th Allure 123rd year of Ascendancy at 17:25 see stats
By Beef Testosterone the Halfling Berserker level 25
9th Decay 122nd year of Ascendancy at 21:02 see stats
By Beef Testosterone the Halfling Berserker level 10
9th Mirth 122nd year of Ascendancy at 23:02 see stats
By Beef Testosterone the Halfling Berserker level 39
17th Pyre 123rd year of Ascendancy at 00:43 see stats
By Beef Testosterone the Halfling Berserker level 32
60th Regrowth 123rd year of Ascendancy at 02:02 see stats
By Beef Testosterone the Halfling Berserker level 23
33rd Haze 122nd year of Ascendancy at 05:16 see stats
By Beef Testosterone the Halfling Berserker level 32
68th Regrowth 123rd year of Ascendancy at 02:49 see stats
By Beef Testosterone the Halfling Berserker level 30
48th Regrowth 123rd year of Ascendancy at 01:45 see stats
By Beef Testosterone the Halfling Berserker level 28
8th Allure 123rd year of Ascendancy at 03:02 see stats
By Beef Testosterone the Halfling Berserker level 44
78th Pyre 123rd year of Ascendancy at 10:21 see stats
By Beef Testosterone the Halfling Berserker level 10
9th Mirth 122nd year of Ascendancy at 23:00 see stats
By Beef Testosterone the Halfling Berserker level 20
6th Haze 122nd year of Ascendancy at 04:12 see stats
By Beef Testosterone the Halfling Berserker level 30
19th Regrowth 123rd year of Ascendancy at 02:50 see stats
By Beef Testosterone the Halfling Berserker level 40
20th Pyre 123rd year of Ascendancy at 18:18 see stats
By Beef Testosterone the Halfling Berserker level 50
2nd Regrowth 124th year of Ascendancy at 01:00 see stats
By Beef Testosterone the Halfling Berserker level 49
6th Allure 124th year of Ascendancy at 03:08 see stats
By Beef Testosterone the Halfling Berserker level 23
57th Haze 122nd year of Ascendancy at 19:14 see stats
By Beef Testosterone the Halfling Berserker level 50
47th Regrowth 124th year of Ascendancy at 09:18 see stats
By Beef Testosterone the Halfling Berserker level 26
4th Allure 123rd year of Ascendancy at 19:08 see stats
By Beef Testosterone the Halfling Berserker level 18
74th Dusk 122nd year of Ascendancy at 10:04 see stats
By Beef Testosterone the Halfling Berserker level 40
58th Pyre 123rd year of Ascendancy at 19:39 see stats
By Beef Testosterone the Halfling Berserker level 23
33rd Haze 122nd year of Ascendancy at 11:09 see stats
By Beef Testosterone the Halfling Berserker level 10
19th Dusk 122nd year of Ascendancy at 02:41 see stats
By Beef Testosterone the Halfling Berserker level 37
8th Pyre 123rd year of Ascendancy at 20:04 see stats
By Beef Testosterone the Halfling Berserker level 45
5th Flare 123rd year of Ascendancy at 07:43 see stats
By Beef Testosterone the Halfling Berserker level 23
33rd Haze 122nd year of Ascendancy at 10:45 see stats
By Beef Testosterone the Halfling Berserker level 17
65th Dusk 122nd year of Ascendancy at 00:09 see stats
By Beef Testosterone the Halfling Berserker level 20
6th Haze 122nd year of Ascendancy at 15:34 see stats
By Beef Testosterone the Halfling Berserker level 36
8th Pyre 123rd year of Ascendancy at 17:43 see stats
Log
Beef Testosterone uses Track.
Talent Track is ready to use.
Beef Testosterone uses Track.
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 outskirts of Last Hope, with no trace of the portal...
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 80th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
There is a trapdoor into the necromancer's ruins here (press '' or right click to use).
Talent Track is ready to use.
Today is the 1st Time of Balance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
Today is the 1st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
Today is the 2nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
There is a Way to a strange portal here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Beef Testosterone uses Track.
Saving done.