










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 Embers of Rage 1.5.0Official Expansion!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 | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 50 / 4464% |
| Size | big |
| Lifes / Deaths | Killed by Aerawyn the Guardian at level 29 on the 7th Allure 123rd year of Ascendancy at 12:45 4 / 3Killed by Eilinirakira the skeleton archer at level 40 on the 67th Regrowth 123rd year of Ascendancy at 22:49 Killed by Belybeth the cold drake hatchling at level 50 on the 58th Regrowth 124th year of Ascendancy at 07:35 |
Primary Stats
| Strength | 94 (base 61) |
| Dexterity | 98 (base 63) |
| Constitution | 55 (base 12) |
| Magic | 49 (base 17) |
| Willpower | 47 (base 32) |
| Cunning | 92 (base 60) |
Resources
| Life | 1496/1496 |
| Mana | 289/289 |
| Stamina | 346/346 |
| Steam | 100/100 |
| Healing Factor | 1.2999999999998 |
| Regeneration | 7.5864748893601 |
Speed
| Mental | +23.73025370343% |
| Attack | 0% |
| Movement | +10% |
| Spell | +13.73025370343% |
| Global | +145% |
Vision
| Sight | 12 |
| Lite | -984 |
| Infravision | 17 |
| See Stealth | 82.088337334319 |
| See Invisible | 79.088337334319 |
| Stealth | 40.388442091357 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 76 |
| Crit Chance | 79% |
| APR | 79 |
| Speed | 0.81 |
Offense: Offhand
| Damage | 116 |
| Accuracy | 76 |
| Crit Chance | 67% |
| APR | 76 |
| Speed | 0.81 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 37% |
| Speed | 0.87927351556575 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +38% |
| Blight | +33% |
| Arcane | +18% |
| Cold | +17% |
| All | +9% |
| Mind | +25% |
| Lightning | +35% |
| Light | +35% |
| Temporal | +42% |
| Physical | +27% |
| Darkness | +38% |
| Fire | +52% |
| Nature | +39% |
Offense: Damage Penetration
| Physical | +56% |
| All | 0% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 97 (100%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 86 |
| Spell Save | 41 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 28%( 77%) |
| Blight | + 41%( 77%) |
| Arcane | + 26%( 77%) |
| Cold | + 56%( 77%) |
| All | + 22%( 77%) |
| Darkness | + 34%( 77%) |
| Lightning | + 68%( 77%) |
| Temporal | + 61%( 77%) |
| Physical | + 45%( 77%) |
| Mind | + 36%( 77%) |
| Fire | + 52%( 77%) |
| Nature | + 51%( 77%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 27% |
| Blind Resistance | 64% |
| Silence Resistance | 43% |
| Teleport Resistance | 100% |
| Pinning Resistance | 75% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 69% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 12 turns. While Heroism is active, you will only die when reaching -1072 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 Strength 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 248% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 923% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 834 life over 5 turns. Its effects scale with your Strength 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 205% efficiency and cooldown mod of 57%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Chant of Fortitude |
| talent | Stealth |
| talent | Trained Reactions |
| talent | Shadow Combat |
| talent | Essence of Speed |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.6 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 74% chance to deflect up to 32 damage from the next 2.9 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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Device Mastery (+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 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 |
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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 150. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 within1 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 | Burnkarma the pair of voratun boots (0 def, 5 armour) 3.0 T5 feet armor [Random Unique] Arcane/Nature While equipped: Stats +10 Mag dps ---------- Spell.crit +3% Spell.pwr +8 (+3 eff.) Dmg.mod +9% acid +12% fire +9% arcane +9% blight ----- def ----- Armour +5 Fatigue +4% Resists +13% lightning +12% temporal Phys.save +15 (+3 eff.) Disease- +39% Silence- +43% Confus- +50% Pinning- +25% Stun/Frz- +50% Knockbk- +25% Teleport- +100% ---------- misc Mana/s.crit +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Beychak the dwarven lantern 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +20% light Res.pen +5% physical ----- def ----- Defense +9 (+2 eff.) Resists +8% cold +8% temporal Phys.save +14 (+3 eff.) Spell.save +16 (+6 eff.) Mind.save +15 (+4 eff.) Blind- +44% Confus- +20% Def/telep +17 Res/telep +18% Dur/telep +23% ---------- misc Stam/turn +0.60 Light +14 See.Stealth +22 See.Invis +19 Track: Puts all charms on 24 cooldown Level 2.2 Pwr.cost 24 out of 40/40. 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Sunoozer the voratun helm (0 def, 5 armour) 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Dex +7 Wil +5 Cun dps ---------- Phys.pwr +12 (+2 eff.) S.pwr/crit +4 Dmg.mod +9% fire Apr +8 Melee Ret 4 light 4 fire On Hit (Melee): * 31% chance to blind ----- def ----- Armour +5 Fatigue +5% Resists +14% physical Phys.save +11 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/ret +1.80 Equi/ret +2.80 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Solid (0 def, 23 armour) 1.5 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Dex +19 Con dps ---------- Phys.pwr +2 (+0 eff.) Melee+ 9 mind Dmg.mod +10% mind Res.pen +10% physical Acc +25 (+5 eff.) ----- def ----- Armour +23 Hardiness +15% Resists +12% mind +15% physical Phys.save +29 (+6 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Disarm- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 37.0 - 51.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +12 Apr +15 Crit +21.0% Atk.spd 83% Melee+ +8 mind +29 physical On Crit.r2 +15 mind On Hit: 20% Psychic Lobotomy 5 On Hit: 5% Stone Touch 5 On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | DIGGER (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +3 Con dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +18% temporal Res.pen +23% physical ----- def ----- Resists +15% darkness +5% arcane Affinity +15% darkness Blind- +20% Disease- +10% Teleport- +20% ---------- misc Light +1 Infravis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Zubyriana the voratun ring0.1 T5 ring jewelry [Random Unique] Nature While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +18% lightning +14% fire Res.pen +10% physical Apr +3 On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Resists +12% blight +28% fire +12% nature +36% lightning Poison- +27% Disease- +24% Rings can have magical properties. |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around neck | Okay0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Con +8 Mag dps ---------- Spell.crit +5% Phys.pwr +10 (+2 eff.) Spell.pwr +5 (+2 eff.) Phys.spd +10% Dmg.mod +8% acid +10% physical +12% temporal +8% fire +8% lightning +8% cold Res.pen +15% temporal Melee Ret 12 temporal ----- def ----- Armour +6 Defense +12 (+3 eff.) Resists +30% temporal Res.Cap +7% all Phys.save +27 (+6 eff.) Pinning- +50% Knockbk- +44% ---------- misc Light +3 Amulets can have magical properties. |
| In main hand | Mandible of Ungolmor (40-52 power, 32 apr) 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 65% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +32 Crit +42.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 15 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 34.36 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 +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Around waist | Harykath the drakeskin leather belt 1.0 T5 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% acid +3% temporal Melee Ret 16 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Fatigue -20% Phys.save +21 (+5 eff.) ---------- misc Max.enc +50 Size +1 Create a temporary shield that absorbs 410 damage Puts all charms on 18 cooldown A belt that goes around your waist. |
| In off hand | voratun dagger 'Splendourblight' (38-49.4 power, 29 apr) =USE=1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 38.0 - 49.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +29 Crit +30.0% Atk.spd 100% Melee+ +11 lightning On Hit: * 20% chance to blind * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +3% blight +6% light Res.pen +8% physical Acc +7 (+1 eff.) Apr +9 Melee Ret 8 light On Hit (Melee): * 30% chance to blind ---------- misc Mana/turn +0.08 Sharp, short and deadly. |
| Cloak | T5 (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +12% blight +9% darkness +6% mind Acc +35 (+7 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -10% Resists +8% acid +10% fire +25% nature +12% blight +35% cold +6% mind +10% lightning Phys.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Die.at -50.00 life Max.HP +110.00 Stun/Frz- +0% ---------- misc Max.stam +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 22 armour) =USE=9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 Melee Ret 0 physical ----- def ----- Armour +22 Defense +14 (+3 eff.) Fatigue +0% Crit.dmg- 35.00% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. This object's appearance was changed to mummy wrappings. |
Inventory
medical injector implant (efficiency 179% / cooldown 60%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 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 179% efficiency and cooldown mod of 60%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 179% / cooldown 63%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 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 179% efficiency and cooldown mod of 63%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 202% / cooldown 78%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 202% efficiency and cooldown mod of 78%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 16%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 298)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 298 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+19 for 7 turns, die at -610)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 19 for 7 turns. While Heroism is active, you will only die when reaching -610 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (859% speed; 9 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 859% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 721 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 721 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. |
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (338.00 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 (88% of a turn) Is a spell Description: Inflicts 479.96 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 of the warrior (range 13)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (88% of a turn) Is a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 547 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 547 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Eremebar0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +18 Lck +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +10% physical Acc +13 (+3 eff.) ----- def ----- Defense +20 (+5 eff.) Resists +26% lightning +6% light Crit.dmg- 15.00% Phys.save +30 (+6 eff.) Unseen.red 20% Max.HP +10.00 Stun/Frz- +46% ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Galeworm the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +12 Wil +6 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% lightning +6% light +12% arcane Res.pen +15% arcane ----- def ----- Resists +30% temporal Phys.save +20 (+4 eff.) Max.HP +80.00 HP.reg +3.00 Pinning- +50% Knockbk- +50% ---------- misc Max.mana +40.00 Amulets can have magical properties. |
NOOOOO0.1 T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +19 Mag +6 Wil dps ---------- Spell.crit +6% Crit.mult +20.00% Spell.pwr +9 (+3 eff.) Mind.pwr +15 (+5 eff.) S.pwr/crit +4 Dmg.mod +12% lightning +8% temporal +8% light +8% physical +8% darkness Res.pen +29% acid Acc +10 (+2 eff.) Apr +16 ----- def ----- Mind.save +15 (+4 eff.) Confus- +25% ---------- misc Mana/s.crit +3.00 Amulets can have magical properties. |
Withering Orbs =BLIND FIGHT=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Alineg the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +2 Con dps ---------- Res.pen +5% physical Apr +2 ----- def ----- Armour +14 Fatigue -8% Resists +13% blight +2% physical +14% nature Phys.save +30 (+6 eff.) Poison- +30% Disease- +30% ---------- misc Max.enc +40 Rings can have magical properties. |
Blinding Speed0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Con dps ---------- Mind.pwr +6 (+2 eff.) Mov.spd +18% Dmg.mod +3% light +12% mind Acc +15 (+3 eff.) On Hit (Melee): * Slows global speed by 35% ----- def ----- Armour +20 Defense +15 (+4 eff.) Resists +15% nature +15% blight Spell.save +20 (+7 eff.) Poison- +30% Disease- +30% ---------- misc Equi/ret +0.12 Psi/ret +0.12 Hate/m.crit +2.00 Max.stam +40.00 Blinding Speed: Puts all charms on 24 cooldown Level 5.2 Pwr.cost 24 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 46% for 5 turns. Rings can have magical properties. |
Bloodcaller =LEECH=0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 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 18 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. |
Rhidrakhad0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +8 Wil +4 Cun dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +4 Dmg.mod +9% arcane ----- def ----- Phys.save +15 (+3 eff.) Spell.save +17 (+6 eff.) Mind.save +12 (+3 eff.) Blind- +45% ---------- misc Mana/s.crit +4.00 Infravis +5 See.Stealth +22 See.Invis +22 Rings can have magical properties. |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
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/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +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 offense +0.30 Technique/Superiority +0.30 Technique/Pugilism +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. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 165.88 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +11 Dex +18 Cun +2 Con dps ---------- Acc +12 (+2 eff.) ----- def ----- Defense +14 (+3 eff.) Resists +19% acid +17% fire +17% lightning +21% cold ---------- misc Infravis +3 See.Invis +6 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
voratun ring 'Duvublek'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +4 Mag dps ---------- Dmg.mod +20% mind Acc +15 (+3 eff.) Apr +15 ----- def ----- Defense +17 (+4 eff.) Resists +19% blight +20% mind +13% nature +6% darkness Crit.dmg- 5.00% Poison- +21% Disease- +24% ---------- misc Telepathy Humanoid/Orc Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Lightschism'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Dex +8 Mag +8 Wil dps ---------- Spell.pwr +14 (+5 eff.) Res.pen +25% fire Acc +20 (+4 eff.) Melee Ret 16 light ----- def ----- Resists +9% light Mind.save +15 (+4 eff.) Silence- +50% Confus- +50% ---------- misc Mana/turn +0.39 Light +3 Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 247.01 fire damage, and flames will be left dealing a further 57.48 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
DEFENSE (38.5-50.05 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 38.5 - 50.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +10 lightning +16 acid On Hit: * 25% chance for lightning to arc to a second target On Crit: * splashes the target with acid While equipped: Stats +4 Str +2 Con dps ---------- Phys.crit +12.0% Crit.mult +16.00% Phys.pwr +4 (+1 eff.) Res.pen +10% physical Acc +12 (+2 eff.) Apr +22 ----- def ----- Armour +12 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Sharp, short and deadly. |
Life Drinker (42-54.6 power, 31 apr) 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 35% Cun, 55% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +31 Crit +38.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 14.81 acid and 14.28 blight damage. If not cleared after five turns it will inflict 81.05 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Noonfame (39.5-51.35 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature Power 39.5 - 51.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 nature +8 light +13 temporal On Hit.r1 +4 light +8 fire On Hit: * 21% chance to daze at end of turn While equipped: Stats +3 Str +2 Dex +3 Mag +4 Wil +2 Cun +3 Con dps ---------- Dmg.mod +9% temporal Res.pen +11% lightning On Hit (Melee): * 30% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
Projects (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 38.0 - 49.4 Fire Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 111% Melee+ +16 nature +13 temporal On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: Stats +6 Dex dps ---------- Phys.crit +12.0% Dmg.mod +3% fire Acc +12 (+2 eff.) ----- def ----- Resists +3% acid +3% temporal +6% mind Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Telepathy Demon/Minor Demon/Major Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35.1 power, 28 apr) 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Cun, 5% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +28 Crit +29.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Velariamina (38-49.4 power, 13 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 38.0 - 49.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +13 Crit +10.0% Atk.spd 100% Melee+ +48 insidious poison +16 temporal +14 nature While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.pwr +4 (+1 eff.) Res.pen +12% physical Acc +12 (+2 eff.) Apr +12 Melee Ret 16 acid ----- def ----- Armour +6 Phys.save +30 (+6 eff.) ---------- misc Max.stam +15.00 Max.vim +20.00 Sharp, short and deadly. |
The Black Maul (70-105 power, 15 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 130% Str Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Acc +20 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 15 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Borosk's Hate (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Physical Uses 25% Mag, 80% Str Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 233.55 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 21 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Ureslak's Femur (52-72.8 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+5 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 14 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 29.42 mind damage, 35.77 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.41 mind and 2.94 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (22-24.2 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 55.84 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 16.0 - 17.6 Physical Uses 40% Wil, 20% Str, 10% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% cold +8% acid ----- def ----- Resists +8% acid +8% physical +8% fire +8% cold +8% lightning ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 481.28 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 35 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Nithan's Force4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master 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 10 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... |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+13 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+7 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Annihilator4.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 67% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
The Shotgonne9.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Thoughtcaster4.0 T5 steamgun 1H weapon Reqs Shoot [Unique] Psionic/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 57.50 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+5 eff.) Mind.pwr +15 (+5 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Generate a personal shield that absorbs up to 264 damage and damages attackers striking the wearer for 50 fire damage while it lasts (based on Cunning). Uses 14 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Arugolathagrim the elven-silk cloak (13 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +8% S.pwr/crit +2 Res.pen +10% temporal ----- def ----- Defense +13 (+3 eff.) Resists +9% acid +9% temporal +7% fire +8% cold +9% lightning Phys.save +12 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 226 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +8 Mag +6 Cun dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +20% light +20% darkness Res.Cap +10% light ---------- misc Masteries +0.20 Celestial/Sun +0.20 Celestial/Radiance +0.20 Spell/Phantasm +0.20 Celestial/Light Barrier: Level 3.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 215 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+10 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +25 (+9 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
shimmering Robe of the Worm of protection (3 def, 3 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Master While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +3 Defense +3 (+1 eff.) Crit.dmg- 0.00% Phys.save +18 (+4 eff.) ---------- misc Max.mana +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Greater Weapon Focus 1 On Hit: 10% Displacement Shield 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 7 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 118.99 fire damage and 108.03 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
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- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 40% Cun, 40% Str, 10% Mag 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 15 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
drakeskin leather gloves 'Xutha' (0 def, 3 armour)1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +9 Dex +4 Wil +5 Cun +5 Con dps ---------- Melee+ 13 lightning Dmg.mod +9% lightning +9% temporal +3% arcane Acc +10 (+2 eff.) Apr +11 Melee Ret 4 arcane ----- def ----- Armour +3 Resists +9% lightning Disarm- +45% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +10 Apr +14 Crit +5.0% Atk.spd 100% On Crit.r2 +15 lightning +8 arcane On Hit: 10% Disarm 5 On Hit: 15% Perfect Strike 5 On Hit: 10% Lightning Breath 5 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of dispersion (0 def, 3 armour) =MAGIC REMOVE=1.0 T5 hands armor [Ego+] Arcane While equipped: Stats +10 Mag +8 Wil dps ---------- Melee+ 18 arcane ----- def ----- Armour +3 Resists +10% arcane Disarm- +0% Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +19 arcane On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of the Elements (0 def, 5 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- 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. |
Kurab the Arcguile (0 def, 11 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Dmg.mod +3% mind Res.pen +10% acid Melee Ret 8 mind 12 acid On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +11 Fatigue +5% Resists +15% blight +21% lightning +3% acid Mind.save +15 (+4 eff.) ---------- misc Stam/ret +3.00 Equi/ret +3.00 Infravis +3 A hat made of leather. Very stylish. |
Nimbus of Enlightenment (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+7 eff.) ----- def ----- Defense +7 (+2 eff.) Mind.save -25 (-6 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Infravis +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 18 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." |
Ragaharantir the Festerflash (0 def, 5 armour)3.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +7 Wil +2 Cun +10 Con dps ---------- Dmg.mod +9% nature +6% mind On Hit (Melee): * Slows global speed by 37% ----- def ----- Armour +5 Fatigue +5% Resists +25% blight +15% darkness Spell.save +12 (+4 eff.) Mind.save +36 (+9 eff.) ---------- misc Equi/ret +0.04 Circle of Sanctity: (Instant) Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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% Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A Helmet. But with steam power! |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 34, based on Cunning and Magic) for 10 turns. Uses 29 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
spiked mummy wrappings of resilience (5 def, 2 armour)6.0 T3 mummy armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Crit.dmg- 0.00% Max.HP +44.00 Decaying mummy wrappings. |
Shieldsmaiden (5 def, 20 armour, 150 block)7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
8 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. |
2223 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. |
6 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. |
10 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 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. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 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. |
Dimwing the voratun pickaxe (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +13 Str dps ---------- Dmg.mod +9% darkness +15% mind Res.pen +5% darkness +25% physical Apr +15 ----- def ----- Fatigue -9% Resists +3% mind +15% darkness While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 47 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown 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? |
10 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. |
12 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 58 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 47 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 27.36 cold damage and 29.70 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +0% Phys.spd +0% Spell.spd +0% Mind.spd +0% Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 12 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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 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 Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +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. |
51 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. |
15 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. |
12 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. |
7 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. |
11 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 117 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 (5/5)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 550.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 44] amazing fiery salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 57% cooldown modifier. Remove 3 magical effects and grants a fiery aura (44% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 44] amazing frost salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 57% cooldown modifier. Remove 3 physical effects and grants a frost aura (44% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 631] amazing healing salve [power 631]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 57% cooldown modifier. Heal 631 Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing pain suppressor salve [power 552] amazing pain suppressor salve [power 552]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 57% cooldown modifier. Let you fight up to -552 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 175] amazing unstoppable force salve [power 175]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 57% cooldown modifier. Increases all saves by 175 and healing factor by half Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 205% efficiency and 57% cooldown modifier. Remove 3 mental effects and grants a water aura (44% blight, mind and acid affinity). Puts Talent Medical Injector on 15 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! |
amazing fungal web0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam 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 (+2 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 (+3 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 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 21 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 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
3 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. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 211.58 temporal and 205.62 darkness damage (based on Magic). Uses 12 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
17 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. |
16 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 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. |
3 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. |
14 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. |
7 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. |
9 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. |
11 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 (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Sneaky Pete the Cornac Shadowblade level 44
45th Pyre 123rd year of Ascendancy at 11:07 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sneaky Pete the Cornac Shadowblade level 33
19th Regrowth 123rd year of Ascendancy at 07:42 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Sneaky Pete the Cornac Shadowblade level 42
72nd Regrowth 123rd year of Ascendancy at 11:20 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Sneaky Pete the Cornac Shadowblade level 49
60th Pyre 123rd year of Ascendancy at 16:12 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sneaky Pete the Cornac Shadowblade level 50
53rd Haze 123rd year of Ascendancy at 23:52 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Sneaky Pete the Cornac Shadowblade level 47
57th Pyre 123rd year of Ascendancy at 19:45 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Sneaky Pete the Cornac Shadowblade level 40
68th Regrowth 123rd year of Ascendancy at 04:36 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sneaky Pete the Cornac Shadowblade level 12
19th Dusk 122nd year of Ascendancy at 16:43 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Sneaky Pete the Cornac Shadowblade level 50
2nd Regrowth 124th year of Ascendancy at 10:38 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Sneaky Pete the Cornac Shadowblade level 50
73rd Pyre 123rd year of Ascendancy at 06:29 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Sneaky Pete the Cornac Shadowblade level 46
54th Pyre 123rd year of Ascendancy at 15:11 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Sneaky Pete the Cornac Shadowblade level 37
56th Regrowth 123rd year of Ascendancy at 21:39 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Sneaky Pete the Cornac Shadowblade level 36
54th Regrowth 123rd year of Ascendancy at 09:50 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Sneaky Pete the Cornac Shadowblade level 50
75th Regrowth 124th year of Ascendancy at 16:11 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Sneaky Pete the Cornac Shadowblade level 25
74th Haze 122nd year of Ascendancy at 00:50 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sneaky Pete the Cornac Shadowblade level 33
22nd Regrowth 123rd year of Ascendancy at 17:15 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Sneaky Pete the Cornac Shadowblade level 37
60th Regrowth 123rd year of Ascendancy at 22:35 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Sneaky Pete the Cornac Shadowblade level 50
56th Regrowth 124th year of Ascendancy at 15:49 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Sneaky Pete the Cornac Shadowblade level 50
73rd Pyre 123rd year of Ascendancy at 11:48 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Sneaky Pete the Cornac Shadowblade level 40
69th Regrowth 123rd year of Ascendancy at 03:29 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sneaky Pete the Cornac Shadowblade level 33
19th Regrowth 123rd year of Ascendancy at 07:02 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sneaky Pete the Cornac Shadowblade level 10
7th Dusk 122nd year of Ascendancy at 12:16 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sneaky Pete the Cornac Shadowblade level 20
23rd Haze 122nd year of Ascendancy at 14:43 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Sneaky Pete the Cornac Shadowblade level 30
7th Allure 123rd year of Ascendancy at 15:53 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Sneaky Pete the Cornac Shadowblade level 40
67th Regrowth 123rd year of Ascendancy at 12:32 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Sneaky Pete the Cornac Shadowblade level 50
70th Pyre 123rd year of Ascendancy at 13:56 see stats
Lucky Girl (Insane (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Sneaky Pete the Cornac Shadowblade level 44
41st Pyre 123rd year of Ascendancy at 02:48 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Sneaky Pete the Cornac Shadowblade level 50
6th Regrowth 124th year of Ascendancy at 16:30 see stats
Portal master (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Sneaky Pete the Cornac Shadowblade level 50
75th Regrowth 124th year of Ascendancy at 16:10 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sneaky Pete the Cornac Shadowblade level 50
77th Haze 123rd year of Ascendancy at 21:59 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sneaky Pete the Cornac Shadowblade level 18
8th Haze 122nd year of Ascendancy at 13:33 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sneaky Pete the Cornac Shadowblade level 43
19th Pyre 123rd year of Ascendancy at 17:11 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Sneaky Pete the Cornac Shadowblade level 42
72nd Regrowth 123rd year of Ascendancy at 11:20 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sneaky Pete the Cornac Shadowblade level 33
18th Regrowth 123rd year of Ascendancy at 12:53 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Sneaky Pete the Cornac Shadowblade level 47
54th Pyre 123rd year of Ascendancy at 19:06 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Sneaky Pete the Cornac Shadowblade level 33
19th Regrowth 123rd year of Ascendancy at 07:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Sneaky Pete the Cornac Shadowblade level 8
3rd Dusk 122nd year of Ascendancy at 00:26 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Sneaky Pete the Cornac Shadowblade level 33
19th Regrowth 123rd year of Ascendancy at 07:42 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Sneaky Pete the Cornac Shadowblade level 32
16th Regrowth 123rd year of Ascendancy at 17:58 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Sneaky Pete the Cornac Shadowblade level 50
8th Decay 123rd year of Ascendancy at 09:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Sneaky Pete the Cornac Shadowblade level 17
63rd Dusk 122nd year of Ascendancy at 07:12 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Sneaky Pete the Cornac Shadowblade level 34
33rd Regrowth 123rd year of Ascendancy at 16:15 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sneaky Pete the Cornac Shadowblade level 50
1st Time of Equilibrium 123rd year of Ascendancy at 22:17 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sneaky Pete the Cornac Shadowblade level 24
59th Haze 122nd year of Ascendancy at 05:45 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Sneaky Pete the Cornac Shadowblade level 27
80th Haze 122nd year of Ascendancy at 21:05 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sneaky Pete the Cornac Shadowblade level 16
54th Dusk 122nd year of Ascendancy at 21:51 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sneaky Pete the Cornac Shadowblade level 41
71st Regrowth 123rd year of Ascendancy at 09:55 see stats
Log
You can read all your collected lore in the game menu, by pressing Escape.
Sneaky Pete switches his weapons to: Mandible of Ungolmor
voratun dagger 'Splendourblight'.
Sneaky Pete switches his weapons to: Awakened Staff of Absorption.
Ran for 15 turns (stop reason: interesting character).
Sneaky Pete switches his weapons to: Mandible of Ungolmor
voratun dagger 'Splendourblight'.
Sneaky Pete switches his weapons to: unarmed.
Sneaky Pete wears: Awakened Staff of Absorption (60-72 power, 60 apr, physical element).
Sneaky Pete switches his weapons to: Mandible of Ungolmor
voratun dagger 'Splendourblight'.
Sneaky Pete switches his weapons to: Awakened Staff of Absorption.
Talent Command Staff is ready to use.
Ran for 3 turns (stop reason: interesting character).
Sneaky Pete switches his weapons to: Mandible of Ungolmor
voratun dagger 'Splendourblight'.
Sneaky Pete deactivates Shadow Feed.
Sneaky Pete deactivates Stealth.
Sneaky Pete deactivates Essence of Speed.
Sneaky Pete deactivates Chant of Fortitude.
Sneaky Pete deactivates Shadow Combat.
Sneaky Pete deactivates Trained Reactions.











































































































































































































