













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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Solipsist |
| Level / Exp | 41 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Xanylelaith the ghast at level 28 on the 45th Regrowth 123rd year of Ascendancy at 02:49 1 / 6Killed by Layuta the skeleton assassin at level 35 on the 35th Dusk 123rd year of Ascendancy at 14:56 Killed by shadow at level 36 on the 37th Dusk 123rd year of Ascendancy at 14:52 Killed by shadow at level 36 on the 37th Dusk 123rd year of Ascendancy at 16:27 Killed by shadow at level 36 on the 38th Dusk 123rd year of Ascendancy at 20:08 Killed by broken golem at level 41 on the 17th Haze 123rd year of Ascendancy at 22:48 |
Primary Stats
| Strength | 87 (base 45) |
| Dexterity | 16 (base 10) |
| Constitution | 40 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 76 (base 60) |
| Cunning | 76 (base 60) |
Resources
| Mana | 670/670 |
| Equilibrium | 0 |
| Life | 551/551 |
| Steam | 100/100 |
| Psi | 468/468 |
| Healing Factor | 2.2342857142857 |
| Regeneration | 2.7928571428571 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 40.174866052011 |
| See Invisible | 40.174866052011 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 50 |
| Crit Chance | 32% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 25 |
| Crit Chance | 38% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Nature | +9% |
| Acid | +5% |
| Physical | +24% |
| Fire | +11% |
| All | +2% |
Offense: Damage Penetration
| Nature | +22% |
| Physical | +23% |
| Fire | +40% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 91.413408721348 (66.666666666667%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 13 |
| Physical Save | 58.46 |
| Spell Save | 39.21 |
| Mental Save | 60 |
Defense: Resistances
| Nature | + 15%( 70%) |
| Darkness | + 15%( 70%) |
| Physical | + 26%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 37%( 70%) |
| Arcane | + 21%( 70%) |
| Fire | + 20%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 30% |
| Silence Resistance | 35% |
| Bleed Resistance | 100% |
| Teleport Resistance | 75% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| 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 193% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 154% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 107 with a minimum range of 15. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.9 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You failed to protect the injured seer from death by war hound. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the injured seer from death by Velemira the crimson crystal. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the injured seer from death by Voreba the vampire. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Silotha the orc warrior. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by Xanoyatta the faeros. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the temporal explorer from death by dredgling. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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's current energy level is: 24. | 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 aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | 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! | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
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 | Umbramortal (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +2% physical Talent granted: +5 Rocket Boots Maximum encumbrance: +21 Physical save: +7 (+2 eff.) Blindness immunity: +10% Disease immunity: +10% Silence immunity: +25% Teleport immunity: +25% Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Quiver of Domination (20/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 60% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| Light source | Vorana the InfernoravenPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 22 fire Changes resistances: +5% arcane / +11% fire Changes resistances penetration: +25% fire / +15% all Changes damage: +9% fire Mental save: +7 (+2 eff.) Mindpower: +11 (+2 eff.) Mental crit. chance: +9% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Emuwe the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +10 Cun / +2 Con Critical mult.: +9.00% Physical save: +30 (+6 eff.) Mental save: +15 (+4 eff.) Silence immunity: +0% Only die when reaching: -60.00 life Healing mod.: +20% A cap made of leather. |
| On hands | Turehek (0 def, 12 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +12 Changes stats: +2 Str Talent granted: +5 Fatal Attractor Silence immunity: +10% Disarm immunity: +0% Pinning immunity: +25% Only die when reaching: -80.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Alazilahor [power 29] (9/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +6% temporal / +4% physical Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws Mental save: +20 (+5 eff.) Blindness immunity: +20% Only die when reaching: -80.00 life It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | ZubuthInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +10 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 acid Changes stats: +11 Str / +6 Con Changes damage: +3% acid Life regen: +1.00 Maximum life: +51.00 Healing mod.: +18% Rings can have magical properties. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Prismjam the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +6% darkness Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Teleport immunity: +50% Only die when reaching: -80.00 life Light radius: +3 It can be used to teleport you randomly (rad 35), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
| In main hand | Tazilakhad the living mindstar (116% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This honing mindstar will focus other psionic mindstars. Power: 116% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * flashes light on your target dealing 94 damage Burst (radius 1) on hit: +4 temporal When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes resistances: +6% nature / +7% physical Changes resistances penetration: +7% nature / +8% physical Changes damage: +7% nature / +8% physical Grants telepathy: Dragon Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +15.00% Mental save: +12 (+3 eff.) Psi each turn: +0.00 Equilibrium when hit: +1.80 Psi when firing a critical mind attack: +0.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +39 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Max wilder summons: +0 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 | Nerymira the hardened leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +2.0% Armour: +4 Changes damage: +9% physical Physical save: +10 (+2 eff.) Stamina each turn: +0.40 Only die when reaching: -60.00 life Mindpower: +8 (+2 eff.) Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
| In off hand | steel dagger 'Zubaribeth' (122% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 122% Range: 1.3x Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 71 damage Damage (Melee): +8 physical Burst (radius 1) on hit: +8 physical When wielded/worn: Armour: +14 Changes stats: +3 Cun Critical mult.: +9.00% Mental save: +9 (+2 eff.) Mental crit. chance: +5% Sharp, short and deadly. |
| Cloak | Phoenixdare (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Damage when hit (Melee): 20 fire Changes stats: +3 Str / +2 Dex Changes resistances: +30% lightning Physical save: +6 (+2 eff.) Stun/Freeze immunity: +50% Stamina each turn: +0.40 Only die when reaching: -80.00 life Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Unlightzeal' (2 def, 32 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Armour: +32 Defense: +2 (+2 eff.) Fatigue: +15% Damage when hit (Melee): 50 physical Changes resistances: +7% arcane Changes damage: +12% darkness Spell save: +14 (+5 eff.) Only die when reaching: -80.00 life Healing mod.: +15% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 126% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 50%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 158% / cooldown 81%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 81%. 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.. |
medical injector implant of the wizard (efficiency 104% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 53%. 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.. |
steam generator implant of the psychic (steam 16)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.2 steam per turn. Can be activated for an instant burst of 81 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 warrior (steam 12)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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
biting gale rune (76 cold damage; freeze 3 turns with power 21)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: 18 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 76.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
biting gale rune of the duelist (58 cold damage; freeze 3 turns with power 29)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: 22 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 58.34 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 29 vs. physical save). 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. |
shielding rune of the sneak (absorb 342 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 342 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 120)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. Its effects scale with your Strength 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
CuthedasInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +13% physical / +6% darkness / +5% arcane Physical save: +11 (+2 eff.) Spell save: +12 (+5 eff.) Mental save: +14 (+4 eff.) Stamina each turn: +0.50 Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Eruyakhad the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +2 Armour: +6 Defense: +9 (+9 eff.) Ranged Defense: +9 (+9 eff.) Changes resistances: +12% temporal / +19% cold / +22% fire Only die when reaching: -60.00 life Maximum life: +50.00 Amulets can have magical properties. |
Gavena the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Str / +2 Dex / +2 Wil Changes resistances: +6% physical Stamina each turn: +0.40 Infravision radius: +2 See invisible: +9 Amulets can have magical properties. |
Guyada the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Cun / +3 Wil Changes resistances: +18% temporal Changes damage: +9% mind Critical mult.: +15.00% Pinning immunity: +36% Knockback immunity: +38% Equilibrium when hit: +0.12 Maximum hate: +10.00 Mindpower: +4 (+1 eff.) Amulets can have magical properties. |
Infernostreak the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +8 (+8 eff.) Changes stats: +4 Wil / +9 Cun / +7 Lck Changes damage: +24% fire Maximum psi: +50.00 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
ShadowfiendCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Str / +7 Dex / +6 Wil Changes resistances penetration: +25% darkness Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% Amulets can have magical properties. |
SwampspawnerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% nature Changes resistances penetration: +15% light Changes damage: +9% nature Physical save: +13 (+3 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+3 eff.) Light radius: +3 Amulets can have magical properties. |
Tarrafast the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +7 (+7 eff.) Changes stats: +4 Str / +5 Dex / +5 Wil / +2 Cun / +1 Con / +8 Lck Changes resistances: +6% physical Stamina each turn: +0.30 Infravision radius: +3 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
clarifying copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Cut immunity: +40% Confusion immunity: +23% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 364 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet 'Nimbusmaim'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Changes resistances: +9% mind Changes resistances cap: +3% all Changes resistances penetration: +25% lightning / +20% mind Changes damage: +3% lightning Physical save: +9 (+2 eff.) Amulets can have magical properties. |
gold amulet 'Armuldil'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% fire / +22% cold Changes damage: +9% mind Critical mult.: +15.00% Mental save: +30 (+8 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +5.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
gold amulet 'Glaregash'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 light Changes stats: +5 Dex Changes resistances: +6% acid / +6% light Changes resistances penetration: +5% light Changes damage: +3% light Amulets can have magical properties. |
gold amulet 'Murkwitch'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +4 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +22% lightning Changes resistances penetration: +10% darkness Physical save: +9 (+2 eff.) Stun/Freeze immunity: +38% Only die when reaching: -80.00 life Maximum stamina: +15.00 Amulets can have magical properties. |
Alerand the CorpsequeenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% mind / +9% lightning Changes resistances penetration: +10% nature Changes damage: +6% mind Mental save: +12 (+3 eff.) Disarm immunity: +36% Pinning immunity: +34% Knockback immunity: +38% Maximum life: +38.00 Rings can have magical properties. |
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. |
GlitterquillInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% physical Changes damage: +10% physical Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.90 Only die when reaching: -20.00 life Light radius: +2 Rings can have magical properties. |
Ivasewyn the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +5 Mag Changes resistances: +22% lightning Changes damage: +11% lightning Spell save: +18 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Skyhash the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +11 Defense: +15 (+12 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +18% blight Changes damage: +15% blight / +24% lightning Silence immunity: +30% Mana each turn: +0.20 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 114% 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. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-8 eff.) Spell save: -30 (-13 eff.) Mental save: -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring 'Chundil'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire / +9% mind / +5% arcane Changes damage: +11% fire / +24% mind / +12% arcane Rings can have magical properties. |
copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
gold ring 'Singewill'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +15% fire / +32% cold Changes resistances penetration: +15% mind Changes damage: +30% mind / +16% cold Rings can have magical properties. |
marksman's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
Elivena (94% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 95% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +16 blight When wielded/worn: Damage when hit (Melee): 20 blight Changes resistances penetration: +10% arcane Changes damage: +10% mind Mana when firing critical spell: +3.00 Psi when firing a critical mind attack: +0.00 Spell crit. chance: +3% Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +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. |
Infernorace (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 85% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +8 arcane When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +8% mind / +8% darkness Changes damage: +3% fire / +9% mind / +9% darkness Mana each turn: +0.08 Spellpower: +6 (+5 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Shield penetration: +50% 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. |
Mayiwe (93% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 93% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +16 blight When wielded/worn: Changes stats: +5 Cun / +3 Wil Changes resistances: +7% physical Changes resistances penetration: +7% physical Changes damage: +9% mind / +7% physical Maximum hate: +10.00 Mindpower: +18 (+4 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. |
Scorchwinter (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural mindstar summons a caller. Power: 72% Range: 1.1x Uses stats: 70% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: +9% nature / +6% fire Critical mult.: +0.00% Disease immunity: +15% Mindpower: +5 (+1 eff.) Mental crit. chance: +3% Max wilder summons: +0 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. |
Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 70% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 261.09 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
epiphanous living mindstar (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 116% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +14% mind Mindpower: +14 (+3 eff.) Mental crit. chance: +9% 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. |
mossy mindstar of frost (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 72% Range: 1.1x Uses stats: 70% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 7 ice Changes resistances: +6% cold Changes resistances penetration: +6% cold Changes damage: +5% cold Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
Bregestir (136% power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 physical When wielded/worn: Defense: +12 (+11 eff.) Effects on melee hit: * 17% chance to blind Changes stats: +12 Con Changes resistances: +12% acid / +2% physical Changes damage: +30% darkness / +9% physical Talent granted: +1 Command Staff Life regen: +3.40 Only die when reaching: -40.00 life Spellpower: +32 (+18 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +50% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 36.41 light damage. Staves designed for wielders of magic, by the greats of the art. |
AnurinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +7.0% Physical power: +4 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str Changes damage: +15% physical Critical mult.: +11.00% Life regen: +1.00 Only die when reaching: -80.00 life A belt that goes around your waist. |
YarilachPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+16 eff.) Fatigue: -10% Changes stats: +3 Cun / +5 Wil Changes resistances: +5% arcane Reduced damage from: +44% Summoned Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +5.00% Stealth bonus: +15 Maximum encumbrance: +60 Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
Arcwolf the cashmere cloak (2 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +4 Cun / +6 Wil Changes resistances: +19% cold Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+4 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+4 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Murkworm' (15 def, 18 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Armour: +18 Defense: +15 (+12 eff.) Ranged Defense: +16 (+13 eff.) Fatigue: +3% Damage when hit (Melee): 12 nature Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Dawnbreak' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 mind Changes stats: +2 Str / +3 Con Changes resistances penetration: +25% mind Light radius: +3 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Eilinesenne' (6 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +2.0% Armour: +3 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +2% Changes stats: +2 Cun / +1 Con Changes resistances penetration: +20% physical Changes damage: +12% physical Physical save: +11 (+2 eff.) Mental save: +12 (+3 eff.) Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Branizilagorn the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +6% lightning / +6% cold Changes damage: +4% cold Mental save: +6 (+2 eff.) Psi when hit: +0.08 Mindpower: +12 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy 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 (+6 eff.) Spell save: +15 (+5 eff.) 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 175.44 arcane damage and stunned), costing 60 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. |
Emelyra (7 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Armour: +5 Defense: +7 (+7 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal Changes stats: +13 Cun / +4 Dex Changes resistances: +13% fire / +12% cold Changes resistances penetration: +5% temporal A cap made of leather. |
Lightninghunter the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +10 Cun / +8 Wil Changes resistances: +6% lightning / +30% fire / +20% mind Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +20% fire / +18% mind / +6% nature Physical save: +12 (+2 eff.) Mental save: +40 (+10 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum psi: +35.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +11% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 216 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Radhurak the voratun helm (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +9 Fatigue: +5% Changes stats: +4 Str / +4 Dex / +3 Cun / +11 Con / +12 Lck Changes resistances: -38% light Reduces incoming crit damage: 10.00% Mental save: +0 (+0 eff.) Life regen: +5.30 Only die when reaching: -80.00 life Maximum life: +20.00 Spell crit. chance: +4% Mental crit. chance: +7% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunprophet the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +8 Mag / +3 Wil / +0 Cun / +6 Con Changes resistances: +17% physical / +8% darkness / +6% fire Changes damage: +11% physical / +19% arcane / +14% darkness Mental save: +0 (+0 eff.) Psi each turn: +0.37 Maximum hate: +11.00 Maximum vim: +40.00 Spell crit. chance: +3% Mindpower: +11 (+2 eff.) Mental crit. chance: +10% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather hat 'Eilinovea' (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +2 Wil / +3 Cun / +3 Con Changes resistances: +12% blight / +12% nature / +11% darkness Reduces incoming crit damage: 10.00% Spell save: +22 (+7 eff.) Mental save: +13 (+3 eff.) Maximum life: +86.00 Light radius: +2 See invisible: +12 Healing mod.: +23% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: 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 hat made of leather. Very stylish. |
hardened leather cap 'Armitir' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 temporal Changes stats: +0 Cun Changes resistances: +11% nature / +3% mind Spell save: +32 (+10 eff.) Mental save: +0 (+0 eff.) Cut immunity: +10% Silence immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Maximum life: +81.00 Healing mod.: +17% A cap made of leather. |
Armedunarechak (5 def, 26 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +26 Defense: +5 (+5 eff.) Fatigue: +24% Damage when hit (Melee): 4 arcane / 0 physical Changes stats: +4 Cun / +5 Wil Changes damage: +6% arcane Mental save: +10 (+3 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. |
730 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. |
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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+8 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+8 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Isenne (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Physical power: +11 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 temporal Changes stats: +6 Str / +3 Dex / +5 Wil Changes resistances penetration: +20% acid Critical mult.: +12.00% Mental crit. chance: +7% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Hosadin' (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Changes stats: +6 Str / +7 Dex / +2 Con Changes damage: +9% arcane / +18% physical Stamina each turn: +0.60 Lowers spell cool-downs by: 10% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
EilinunorCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +7 Cun / +6 Wil Changes resistances penetration: +25% mind Mental save: +45 (+11 eff.) Psi when hit: +0.20 Light radius: -7 Infravision radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (131 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Xoyatha the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes stats: +2 Wil Changes resistances: +9% blight / +3% temporal / +5% light / +3% nature Changes damage: +6% darkness Damage affinity(heal): +5% darkness Disease immunity: +5% Mental crit. chance: +2% Light radius: +2 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 73.29 damage. The damage dealt will increase with your Spellpower. 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 'Eilinunn'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +16 Silence immunity: +10% Disarm immunity: +15% Confusion immunity: +15% Pinning immunity: +20% Teleport immunity: +35% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 (3/3)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 122 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 pain suppressor salve [power 508] amazing pain suppressor salve [power 508]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 193% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -508 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 40] amazing water salve [power 40]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 193% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (40% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great healing salve [power 500] great healing salve [power 500]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 193% efficiency and 51% cooldown modifier. It can be used to heal 500, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful fiery salve [power 31] powerful fiery salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 193% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (31% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful frost salve [power 31] powerful frost salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 193% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (31% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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. |
dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
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! |
Manodan the Umbraripper [power 29] (9/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% darkness Changes damage: +9% mind / +15% darkness Talent granted: +2 Telekinetic Blast Heals friendly targets nearby when you use a nature summon: +30 It can be used to teleport randomly (rad 29), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Velosevea [power 69] (9/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Armour: +8 Changes damage: +9% physical Life regen: +0.40 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 69 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Xunn [power 213] (9/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Wil Critical mult.: +20.00% Hate when firing a critical mind attack: +4.00 Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +40 It can be used to fire a blast of psionic energies in a range 9 beam dealing 108.63 to 217.26 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Manydunarand the Kilnedge [power 130] (9/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Str / +3 Mag / +2 Con Changes resistances: +6% fire Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +3 Rushing Claws It can be used to heal a target within range 9 (based on Willpower) for 130, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Tiletar the Glarewrack [power 32] (9/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Damage when hit (Melee): 8 light Changes resistances: +9% blight Reduces incoming crit damage: 10.00% Physical save: +30 (+6 eff.) Mental save: +30 (+8 eff.) Light radius: +2 It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Yaridin the ash totem of thorny skin [power 29] (9/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Wil Maximum wards: +2 acid / +2 nature / +2 light Changes damage: +6% mind Talent granted: +1 Ward Critical mult.: +5.00% Mental save: +9 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of cure ailments [power 4] (9/8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Vorevea the Duskream [power 12] (9/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes damage: +6% darkness / +9% arcane Talent cooldown: Strike (-1 turn) Talent granted: +4 Strike Spell save: +48 (+14 eff.) Mana each turn: +0.12 Spellpower: +4 (+4 eff.) Spell crit. chance: +4% It can be used to reveal the area around you, dispelling darkness (radius 12, power 43 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A View From The Gallery (Madness (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By da-da the Ghoul Solipsist level 23
1st Haze 122nd year of Ascendancy at 17:52 see stats
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By da-da the Ghoul Solipsist level 38
59th Dusk 123rd year of Ascendancy at 13:22 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By da-da the Ghoul Solipsist level 30
67th Pyre 123rd year of Ascendancy at 09:45 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By da-da the Ghoul Solipsist level 38
57th Dusk 123rd year of Ascendancy at 23:48 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By da-da the Ghoul Solipsist level 36
40th Dusk 123rd year of Ascendancy at 04:23 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By da-da the Ghoul Solipsist level 8
2nd Dusk 122nd year of Ascendancy at 18:41 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By da-da the Ghoul Solipsist level 40
10th Haze 123rd year of Ascendancy at 01:01 see stats
Don't Poosh it! (Madness (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By da-da the Ghoul Solipsist level 32
2nd Dusk 123rd year of Ascendancy at 16:01 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By da-da the Ghoul Solipsist level 30
67th Pyre 123rd year of Ascendancy at 07:32 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By da-da the Ghoul Solipsist level 22
79th Dusk 122nd year of Ascendancy at 21:20 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By da-da the Ghoul Solipsist level 31
70th Pyre 123rd year of Ascendancy at 17:48 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By da-da the Ghoul Solipsist level 41
15th Haze 123rd year of Ascendancy at 17:29 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 da-da the Ghoul Solipsist level 30
67th Pyre 123rd year of Ascendancy at 09:22 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By da-da the Ghoul Solipsist level 10
11st Dusk 122nd year of Ascendancy at 22:45 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By da-da the Ghoul Solipsist level 20
70th Dusk 122nd year of Ascendancy at 09:19 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By da-da the Ghoul Solipsist level 30
14th Pyre 123rd year of Ascendancy at 08:47 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By da-da the Ghoul Solipsist level 40
7th Haze 123rd year of Ascendancy at 20:38 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By da-da the Ghoul Solipsist level 23
36th Haze 122nd year of Ascendancy at 09:35 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By da-da the Ghoul Solipsist level 41
16th Haze 123rd year of Ascendancy at 09:22 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By da-da the Ghoul Solipsist level 28
45th Regrowth 123rd year of Ascendancy at 03:35 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By da-da the Ghoul Solipsist level 28
44th Regrowth 123rd year of Ascendancy at 07:35 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By da-da the Ghoul Solipsist level 8
8th Dusk 122nd year of Ascendancy at 02:30 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By da-da the Ghoul Solipsist level 30
67th Pyre 123rd year of Ascendancy at 09:45 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By da-da the Ghoul Solipsist level 12
27th Dusk 122nd year of Ascendancy at 10:47 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By da-da the Ghoul Solipsist level 22
79th Dusk 122nd year of Ascendancy at 10:26 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By da-da the Ghoul Solipsist level 17
52nd Dusk 122nd year of Ascendancy at 22:40 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By da-da the Ghoul Solipsist level 37
57th Dusk 123rd year of Ascendancy at 01:17 see stats
You were not supposed to see that! (Madness (Adventure) difficulty)
Read a Forbidden Tome.By da-da the Ghoul Solipsist level 41
16th Haze 123rd year of Ascendancy at 04:23 see stats
Log
da-da receives 11 healing (3 psi heal).
Zubuwyn the whitehoof ghoul regains their energy.
da-da converts some damage to Psi!
da-da hits Broken golem for 56 fire, 74 physical, 15 acid (145 total damage).
Broken golem hits da-da for 12 to psi, 82 physical (95 total damage).
Da-da is dazed!
Whitehoof hailstorm uses Essence Drain.
Whitehoof hailstorm leeches life from Fatal attractor!
Fatal attractor reflects damage back to Whitehoof hailstorm!
Fatal attractor hits Whitehoof hailstorm for 47 healing, (63 resist armour), 0 darkness, 6 healing, (5 resist armour), 0 physical (0 total damage) [53 healing].
Whitehoof hailstorm hits Fatal attractor for 211 darkness, 25 physical (236 total damage).
Da-da is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
da-da receives 11 healing (3 psi heal).
Da-da is not dazed anymore.
da-da converts some damage to Psi!
da-da hits Broken golem for 47 fire, 62 physical, 13 acid (121 total damage).
Broken golem hits da-da for 10 to psi, 69 physical (80 total damage).
da-da the level 41 ghoul solipsist was minced to death by a broken golem on level 9 of Illusory Castle.
You have 1 life(s) left.
Da-da is less thorny now.
Da-da deactivates Lucid Dreamer.
Da-da slows down.
The illusion covering Da-da disappears.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Broken golem killed da-da!
Saving done.

















































































































































