Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Oozemancer |
| Level / Exp | 36 / 71% |
| Size | big |
| Lifes / Deaths | Killed by Aeralemina the gigantic sandworm tunneler at level 20 on the 31st Haze 122nd year of Ascendancy at 11:28 2 / 5Killed by animated hand at level 33 on the 1st Dusk 123rd year of Ascendancy at 13:27 Killed by Bethildama the animated hand at level 33 on the 1st Dusk 123rd year of Ascendancy at 15:45 Killed by Bethildama the animated hand at level 33 on the 1st Dusk 123rd year of Ascendancy at 17:33 Killed by Gloriwyn the skeleton archer at level 36 on the 65th Haze 123rd year of Ascendancy at 09:31 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 51.249948205185 (base 23) |
| Magic | 19 (base 17) |
| Willpower | 93.446816809365 (base 60) |
| Cunning | 96.643685413544 (base 60) |
Resources
| Life | 890/921 |
| Stamina | 388/414 |
| Equilibrium | 58 |
| Healing Factor | 1.42 |
| Regeneration | 1.491 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 49 |
| Crit Chance | 29% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 49 |
| Crit Chance | 29% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 55 (80%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 11 |
| Physical Save | 34 |
| Spell Save | 37 |
| Mental Save | 55 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 71% |
| Confusion Resistance | 21% |
| Stun Resistance | 72% |
| Pinning Resistance | 0% |
| Poison Resistance | 91% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 160% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 14 for 9 turns. While Heroism is active, you will only die when reaching -601 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 219% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| talent | Acidic Soil |
| beneficial effect | Increases your three highest stats by 14 and keeps you from dying even if your life drops to -600. Heroism |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | You gain 33% resistance against fire. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Zubytta the copperhead snake. Escort: lost anorithil (level 1 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Xanevena the skeleton archer. Escort: lost anorithil (level 3 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Charm Mastery (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 47. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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! | active |
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 within13 lumberjacks have died. | 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 | pair of drakeskin leather boots 'Cuthanik' (22 def, 23 armour) pair of drakeskin leather boots 'Cuthanik' (22 def, 23 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +23 Defense: +22 (+11 eff.) Fatigue: +5% Changes resistances: +13% acid / +15% fire / +11% lightning / +10% cold Changes damage: +6% blight Talent granted: +5 Rocket Boots Critical mult.: +25.00% Spell crit. chance: +2% Infravision radius: +3 It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them and granting you 18 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +5 (+3 eff.) Maximum life: +52.00 Light radius: +3 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+5 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent granted: +5 Iron Grip Poison immunity: +20% Disarm immunity: +100% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Tool | quick iron torque of psychoportation [power 18] (17 cooldown) quick iron torque of psychoportation [power 18] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 18), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | psionicist's copper ring of perseverance psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
| Around neck | Scumrip ScumripInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Wil Changes damage: +6% nature Mental save: +6 (+2 eff.) Confusion immunity: +11% Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
| In main hand | thorny mindstar 'Marderablek' (94% power, 35 apr, nature damage) thorny mindstar 'Marderablek' (94% power, 35 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 95% Range: 1.1x Uses stats: 64% Wil, 32% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +3 Wil Changes resistances: +0% lightning Changes resistances penetration: +0% lightning Changes damage: +0% lightning Talent mastery: +0.00(-) Psionic / Charged mastery Critical mult.: +9.00% Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +8.00 Maximum hate: +15.00 Maximum psi: +0.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +3% Life leech chance: +14% Life leech: +22% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Earthwrest (93% power, 35 apr, nature damage) Earthwrest (93% power, 35 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 93% Range: 1.1x Uses stats: 64% Wil, 32% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 blight When wielded/worn: Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +5% acid Equilibrium when hit: +0.50 Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Mindpower: +19 (+5 eff.) Mental crit. chance: +3% Life leech chance: +10% Life leech: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Ameroddagrim (2 def, 0 armour) Ameroddagrim (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 acid Changes stats: +2 Str / +3 Con Changes resistances: +30% lightning Changes resistances penetration: +10% acid Changes damage: +9% mind Physical save: +9 (+5 eff.) Stun/Freeze immunity: +50% Maximum life: +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 20 armour) Spider-Silk Robe of Spydrë (10 def, 20 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +20 Armour Hardiness: +50% Defense: +10 (+5 eff.) Fatigue: +1% Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
steam generator implant (steam 8) steam generator implant (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4) steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 17) steam generator implant of the psychic (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.2 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 13) steam generator implant of the wizard (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 16%; cure magical, physical, mental) Primal Infusion (affinity 16%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, 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. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 287) healing infusion of the psychic (heal 287)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 287 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 304) healing infusion of the sneak (heal 304)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 304 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 290) healing infusion of the sneak (heal 290)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 290 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (12 nature damage, 31% healing reduction) insidious poison infusion (12 nature damage, 31% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 12.30 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (79 nature damage, 35% healing reduction) insidious poison infusion of the psychic (79 nature damage, 35% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 79.06 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the sneak (65 nature damage, 52% healing reduction) insidious poison infusion of the sneak (65 nature damage, 52% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 29 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 64.54 nature damage per turn for 7 turns, and reducing the target's healing received by 52%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the wizard (22 nature damage, 27% healing reduction) insidious poison infusion of the wizard (22 nature damage, 27% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 21.91 nature damage per turn for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (435% speed; 6 turns) movement infusion (435% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 435% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (740% speed; 5 turns) movement infusion of the psychic (740% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 740% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (667% speed; 5 turns) movement infusion of the sneak (667% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 667% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (427% speed; 4 turns) movement infusion of the warrior (427% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 427% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (501% speed; 7 turns) movement infusion of the wizard (501% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 615 over 5 turns) regeneration infusion of the sneak (heal 615 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 615 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 14%; cure magical) wild infusion (resist 14%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 14%; cure mental) wild infusion (resist 14%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 25%; cure magical) wild infusion of the sneak (resist 25%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 15%; cure mental, physical) wild infusion of the warrior (resist 15%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 12%; cure physical) wild infusion of the wizard (resist 12%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 15%; cure mental) wild infusion of the wizard (resist 15%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the duelist (92 cold damage; 28 apply power)biting gale rune of the duelist (92 cold damage; 28 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 92.23 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 28. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Aerotira the Duathelbrawn Aerotira the DuathelbrawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +3 Dex / +5 Wil Changes resistances: +12% acid Talent mastery: +0.16 Wild-gift / Fungus Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Bokysin' copper amulet 'Bokysin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 physical Changes stats: +3 Dex Changes resistances penetration: +10% physical Maximum life: +10.00 Amulets can have magical properties. |
gold amulet 'Tarrurozor' gold amulet 'Tarrurozor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% blight Spell save: +10 (+4 eff.) Mental save: +6 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
steel amulet 'Brightriver' steel amulet 'Brightriver'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +14% temporal Changes resistances penetration: +5% darkness Changes damage: +3% light Talent mastery: +0.21 Wild-gift / Ooze Cut immunity: +50% Pinning immunity: +22% Knockback immunity: +20% Light radius: +2 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 2.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 348 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Emeledhessra' steel amulet 'Emeledhessra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +3 Wil Changes resistances: +9% acid / +13% light / +12% darkness Blindness immunity: +26% Amulets can have magical properties. |
steel amulet of constitution (+2) steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
stralite amulet of dexterity (+5) stralite amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex Amulets can have magical properties. |
Aerynor the Wretchtaint Aerynor the WretchtaintInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +32% nature Changes resistances penetration: +5% blight Changes damage: +13% nature Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Rings can have magical properties. |
Eilinetira the Scaldkill Eilinetira the ScaldkillInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +1 Cun / +2 Wil Mental save: +10 (+4 eff.) Confusion immunity: +25% Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Rings can have magical properties. |
Glintbiter GlintbiterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +3% light Changes resistances penetration: +5% light Physical save: +9 (+5 eff.) Spell save: +9 (+4 eff.) Mental save: +11 (+4 eff.) Light radius: +3 Rings can have magical properties. |
Mydan MydanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Changes stats: +1 Str / +3 Dex / +9 Cun Changes resistances: +3% darkness Spell save: +20 (+7 eff.) Confusion immunity: +10% Stun/Freeze immunity: +15% Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 42 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Stormpall the stralite ring Stormpall the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+4 eff.) Damage when hit (Melee): 4 mind Changes stats: +6 Str / +6 Wil / +7 Con Changes resistances: +3% mind / +36% fire Changes resistances penetration: +20% lightning Changes damage: +18% fire Mental save: +12 (+4 eff.) Rings can have magical properties. |
copper ring 'Ragurab' copper ring 'Ragurab'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes resistances: +1% physical Maximum encumbrance: +30 Mental save: +5 (+2 eff.) Confusion immunity: +22% Spellpower on spell critical (stacks up to 3 times): +2 Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
gold ring 'Emelekira' gold ring 'Emelekira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +8 Changes stats: +4 Str / +2 Dex / +1 Wil Maximum life: +10.00 Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's stralite ring marksman's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes stats: +5 Dex Rings can have magical properties. |
psionicist's voratun ring of tenacity psionicist's voratun ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Disarm immunity: +46% Pinning immunity: +23% Knockback immunity: +36% Maximum life: +34.00 Rings can have magical properties. |
steel ring 'Adoldalle' steel ring 'Adoldalle'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +9% acid / +6% blight Spell save: +6 (+3 eff.) Disarm immunity: +30% Pinning immunity: +28% Knockback immunity: +29% Maximum life: +27.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
steel ring 'Relgavor' steel ring 'Relgavor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+5 eff.) Changes stats: +1 Wil / +1 Mag Changes damage: +9% mind / +6% all Grants telepathy: Demon/Minor Demon/Major Maximum hate: +2.00 Spellpower: +8 (+4 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +25% Maximum life: +20.00 Rings can have magical properties. |
titan's copper ring of the mountain (+11%) titan's copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% physical Changes damage: +11% physical Physical save: +6 (+3 eff.) Rings can have magical properties. |
titan's gold ring titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+5 eff.) Rings can have magical properties. |
warrior's voratun ring of tenacity warrior's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str Disarm immunity: +40% Pinning immunity: +24% Knockback immunity: +42% Maximum life: +31.00 Rings can have magical properties. |
summoner's thorny mindstar (96% power, 24 apr, mind damage) summoner's thorny mindstar (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar summons a caller. Power: 96% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +11 (+3 eff.) Mental crit. chance: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar 'Xerowe' (87% power, 18 apr, mind damage)vined mindstar 'Xerowe' (87% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 blight / +8 arcane When wielded/worn: Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +6% mind / +5% darkness Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Shield penetration: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Borytohad (112% power, 3 apr)Borytohad (112% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +10 light Damage against: +14% Undead When wielded/worn: Changes stats: +4 Mag / +3 Wil / +1 Con Grants telepathy: Dragon One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Porylrada the Earthroar Porylrada the EarthroarCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Cun / +3 Dex Changes resistances: +2% physical / +6% fire Knockback immunity: +5% Mental crit. chance: +8% A belt that goes around your waist. |
Startickler StarticklerInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Dex / +2 Mag Changes resistances: +8% lightning / +7% temporal / +6% light Life regen: +1.60 Maximum life: +35.00 Healing mod.: +19% A belt that goes around your waist. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+6 eff.) Disarm immunity: +0% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 171.36 arcane damage and stunned), costing 88 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
hardened leather gloves 'Lavatide' (0 def, 2 armour) hardened leather gloves 'Lavatide' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +10 Armour: +2 Damage when hit (Melee): 16 blight Changes stats: +7 Cun / +6 Dex Changes damage: +12% blight / +12% fire It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Borontir the cashmere wizard hat (2 def, 0 armour) Borontir the cashmere wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Dex / +6 Wil Changes resistances: +6% mind / +2% physical Changes resistances penetration: +10% physical Physical save: +11 (+6 eff.) Healing mod.: +15% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour 'Earthvortex' (5 def, 11 armour)dwarven-steel plate armour 'Earthvortex' (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 8 nature Changes resistances: +21% cold Changes resistances penetration: +20% nature Mental save: +25 (+8 eff.) Disease immunity: +5% A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 88 power out of 100/100. The very essence of bearness! |
200 alchemist agate 200 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cuthimandil the iron pickaxe (dig speed 38 turns) Cuthimandil the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to disease Changes stats: +3 Str Changes resistances: +3% blight When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of delving (dig speed 30 turns) dwarven-steel pickaxe of delving (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 71 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Haroran the brass lantern Haroran the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light / +9% lightning Spell save: +23 (+8 eff.) Blindness immunity: +22% Confusion immunity: +13% Light radius: +6 See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Glowpeal' alchemist's lamp 'Glowpeal'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +1 Wil Changes resistances penetration: +10% blight / +5% light / +5% arcane Changes damage: +3% light Spell crit. chance: +1% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 88 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 178 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. |
amazing frost salve [power 57] amazing frost salve [power 57]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 219% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (57% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
amazing pain suppressor salve [power 594] amazing pain suppressor salve [power 594]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 219% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -594 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
great fiery salve [power 49] great fiery salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 219% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (49% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
great water salve [power 49] great water salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 219% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (49% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
powerful air recycler powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
ash totem of cure ailments 'Ivigaba' [power 2] (14 cooldown) ash totem of cure ailments 'Ivigaba' [power 2] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Physical power: +2 (+1 eff.) Changes resistances: +3% physical Life regen: +0.20 Only die when reaching: -40.00 life It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mr Squish the Ogre Oozemancer level 34
16th Haze 123rd year of Ascendancy at 08:51 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Mr Squish the Ogre Oozemancer level 26
8th Regrowth 123rd year of Ascendancy at 07:57 see stats
Can you bear it? So much bearness! (Madness (Adventure) difficulty)
Killed Borius in the Bearscape.By Mr Squish the Ogre Oozemancer level 32
7th Mirth 123rd year of Ascendancy at 03:25 see stats
Catch that Plumpkin! (Madness (Adventure) difficulty)
Finish the Plumpkin event.By Mr Squish the Ogre Oozemancer level 33
1st Dusk 123rd year of Ascendancy at 19:53 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mr Squish the Ogre Oozemancer level 9
10th Flare 122nd year of Ascendancy at 15:04 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Mr Squish the Ogre Oozemancer level 35
61st Haze 123rd year of Ascendancy at 13:02 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Mr Squish the Ogre Oozemancer level 22
70th Haze 122nd year of Ascendancy at 11:40 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mr Squish the Ogre Oozemancer level 33
76th Dusk 123rd year of Ascendancy at 07:22 see stats
Fast Curse Dispel (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Mr Squish the Ogre Oozemancer level 9
10th Flare 122nd year of Ascendancy at 15:04 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Mr Squish the Ogre Oozemancer level 22
70th Haze 122nd year of Ascendancy at 05:10 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mr Squish the Ogre Oozemancer level 34
23rd Haze 123rd year of Ascendancy at 03:13 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Mr Squish the Ogre Oozemancer level 10
9th Dusk 122nd year of Ascendancy at 09:10 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Mr Squish the Ogre Oozemancer level 20
31st Haze 122nd year of Ascendancy at 11:21 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Mr Squish the Ogre Oozemancer level 30
44th Regrowth 123rd year of Ascendancy at 14:49 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Mr Squish the Ogre Oozemancer level 21
49th Haze 122nd year of Ascendancy at 00:53 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Mr Squish the Ogre Oozemancer level 33
76th Dusk 123rd year of Ascendancy at 06:03 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Mr Squish the Ogre Oozemancer level 8
4th Flare 122nd year of Ascendancy at 10:05 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Mr Squish the Ogre Oozemancer level 34
16th Haze 123rd year of Ascendancy at 08:51 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Mr Squish the Ogre Oozemancer level 24
5th Decay 122nd year of Ascendancy at 02:59 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Mr Squish the Ogre Oozemancer level 14
77th Dusk 122nd year of Ascendancy at 01:44 see stats
Log
Gloriwyn the skeleton archer is dazed!
Mucus ooze uses Slime Spit.
Gloriwyn the skeleton archer is not dazed anymore.
Mucus ooze hits Gloriwyn the skeleton archer for 49 nature damage.
Mucus ooze hits Gloriwyn the skeleton archer for 49 nature damage.
Bloated ooze hits Gloriwyn the skeleton archer for 2 nature damage.
Gloriwyn the skeleton archer uses Steady Shot.
Gloriwyn the skeleton archer is no longer evading attacks.
Gloriwyn the skeleton archer's Steady Shot performs a ranged critical strike against Bloated ooze!
Gloriwyn the skeleton archer is affected by the glimmerstone!
Decrepitude Disease from Mucus ooze hits Gloriwyn the skeleton archer for 12 blight damage.
Gloriwyn the skeleton archer's Steady Shot hits Bloated ooze for 1184 physical damage.
Mucus ooze cover of leaves falls apart.
Gloriwyn the skeleton archer's Steady Shot killed Bloated ooze!
Mr Squish cover of leaves falls apart.
Mr Squish is not affected anymore by the salve.
Mr Squish stops burning.
Talent Acidbeam is ready to use.
Bloated ooze cover of leaves falls apart.
Mucus ooze cover of leaves falls apart.
Mucus ooze misses Gloriwyn the skeleton archer.
Bloated ooze deactivates Bone Shield.
Mr Squish deactivates Acidic Soil.
Mr Squish is no longer attuned.
Mr Squish deactivates Mitosis.
Mr Squish deactivates Psiblades.
Mr Squish deactivates Wild Growth.
Mucus ooze cover of leaves falls apart.
Bloated ooze deactivates Bone Shield.
