Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Psyshot |
| Level / Exp | 50 / 3989% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 69 (base 29) |
| Dexterity | 107 (base 65) |
| Constitution | 86 (base 11) |
| Magic | 32 (base 11) |
| Willpower | 107 (base 65) |
| Cunning | 134 (base 65) |
Resources
| Life | 1386/1386 |
| Psi | 172/172 |
| Equilibrium | 30 |
| Healing Factor | 2.0453125 |
| Regeneration | 14.419453125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 76 |
| Crit Chance | 87% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 128 |
| Accuracy | 76 |
| Crit Chance | 74% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 92 |
| Crit Chance | 63% |
| Speed | 1 |
Offense: Damage Bonus
| All | +17% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 91.723073231957 (100%) |
| Defense | 55 |
| Ranged Defense | 57 |
| Fatigue | 14 |
| Physical Save | 47 |
| Spell Save | 57 |
| Mental Save | 59 |
Defense: Resistances
| All | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 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 26 for 12 turns. While Heroism is active, you will only die when reaching -1240 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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 231% efficiency and cooldown mod of 62%. 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 218% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.2 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.5 steam per turn. Can be activated for an instant burst of 103 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
| talent | Gestalt |
| talent | Antimagic Shield |
| talent | Mechanical Arms |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Andinrel. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the injured seer from death by Andinrel. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Andinrel. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You failed to protect the lost anorithil from death by Andinrel. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Andinrel. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Andinrel. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Andinrel. Escort: lost warrior (level 3 of Trollmire) | failed |
You failed to protect the temporal explorer from death by Andinrel. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Andinrel. Escort: worried loremaster (level 2 of Norgos Lair) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 603. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Talent granted: +5 Rocket Boots Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | pouch of voratun shots 'Layuvea' (22/22, 66.5-79.8 power, 18 apr) pouch of voratun shots 'Layuvea' (22/22, 66.5-79.8 power, 18 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +30.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 47 arcane resource burn * 35% chance to cause random gloom On weapon crit: * cripple the target * burns latent spell energy Travel speed: +200% Damage (Ranged): +25 manaburn arcane / +37 mind Burst (radius 2) on crit: +16 mind When wielded/worn: Talent granted: +5 Hook Shell Shots are used with slings to pummel your foes to death. |
| Light source | Salonn the alchemist's lamp Salonn the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +6 Changes stats: +2 Str / +3 Dex Changes resistances: +2% physical Changes damage: +20% light Critical mult.: +12.00% Maximum life: +49.00 Maximum stamina: +10.00 Light radius: +8 See stealth: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+4 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Spellhunt Remnants (6 def, 8 armour) 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 (+2 eff.) Talent granted: +5 Iron Grip Spell save: +15 (+4 eff.) Disarm immunity: +100% Mindpower: +12 (+2 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 240.00 arcane damage and stunned), costing 100 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. |
| Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Glann the voratun ring Glann the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 8 physical Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances: +2% physical / +9% blight / +3% cold / +9% nature / +5% arcane Maximum encumbrance: +37 Spell save: +15 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +4.80 Stamina each turn: +0.20 Maximum stamina: +40.00 Mindpower: +15 (+3 eff.) Rings can have magical properties. |
| 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. |
| Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +40 Con Changes resistances: +10% blight / +10% cold / +25% nature / +10% darkness Changes damage: +10% all Damage affinity(heal): +15% nature Reduces incoming crit damage: 23.00% Stun/Freeze immunity: +30% Life regen: +2.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +30% Amulets can have magical properties. |
| In main hand | Thoughtcaster Thoughtcaster Requires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 116.84 mind damage (based on Mindpower) in a radius 1 around the target * splashes acid on your target dealing 92 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +0 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Tempestbutcher the living mindstar (15.5-17.05 power, 40 apr, mind damage) Tempestbutcher the living mindstar (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn * Slows global speed by 20% * 20% chance to corrode armour by 30% * flashes light on your target dealing 137 damage On weapon crit: * burns latent spell energy Damage (Melee): +4 acid Burst (radius 1) on hit: +12 lightning When wielded/worn: Damage when hit (Melee): 10 mind / 9 darkness Changes stats: +2 Cun Changes resistances: +10% blight / +3% nature Changes damage: +10% darkness / +10% mind / +10% nature / +8% arcane Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Spell save: +10 (+3 eff.) Disease immunity: +22% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +6 It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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 | Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances: +30% lightning Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Stun/Freeze immunity: +50% Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +10 Str / +10 Dex / +10 Mag / +16 Wil / +14 Cun / +13 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+7 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Confusion immunity: +100% Fear immunity: +100% Life regen: +0.00 Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 16 Armour, 24 Defense and your attacks will gain 47% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
steam generator implant of the psychic (steam 21) steam generator implant of the psychic (steam 21)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: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.1 steam per turn. Can be activated for an instant burst of 106 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.. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 745 over 5 turns) regeneration infusion of the psychic (heal 745 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 745 life over 5 turns. 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 psychic (783% speed; 6 turns) movement infusion of the psychic (783% 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 783% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 psychic (961% speed; 8 turns) movement infusion of the psychic (961% speed; 8 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 961% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 (922% speed; 8 turns) movement infusion of the sneak (922% speed; 8 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 922% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
heroism infusion (+5 for 7 turns, die at -220) heroism infusion (+5 for 7 turns, die at -220)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 29 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 5 for 7 turns. While Heroism is active, you will only die when reaching -220 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. Press to compare to your current inscriptions |
heroism infusion (+8 for 12 turns, die at -677) heroism infusion (+8 for 12 turns, die at -677)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 8 for 12 turns. While Heroism is active, you will only die when reaching -677 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. Press to compare to your current inscriptions |
heroism infusion of the duelist (+20 for 10 turns, die at -549) heroism infusion of the duelist (+20 for 10 turns, die at -549)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -549 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. 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. Press to compare to your current inscriptions |
heroism infusion of the duelist (+21 for 10 turns, die at -717) heroism infusion of the duelist (+21 for 10 turns, die at -717)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -717 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. 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. Press to compare to your current inscriptions |
heroism infusion of the sneak (+25 for 13 turns, die at -838) heroism infusion of the sneak (+25 for 13 turns, die at -838)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 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 25 for 13 turns. While Heroism is active, you will only die when reaching -838 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. Press to compare to your current inscriptions |
heroism infusion of the warrior (+15 for 8 turns, die at -634) heroism infusion of the warrior (+15 for 8 turns, die at -634)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 increase three of your primary stats by 15 for 8 turns. While Heroism is active, you will only die when reaching -634 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. 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. Press to compare to your current inscriptions |
Rune of the Rift (578.00 temporal damage, removed from time 4 turns) Rune of the Rift (578.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 676.26 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 Hope 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. |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
insulating gold amulet of strength (+4) insulating gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +13% fire / +10% cold Amulets can have magical properties. |
Cyroma CyromaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +20 Fatigue: -9% Changes stats: +2 Str / +12 Dex / +8 Cun / +9 Con Physical save: +30 (+10 eff.) Life regen: +1.30 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
grounding stralite amulet of constitution (+9) grounding stralite amulet of constitution (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +25% lightning Stun/Freeze immunity: +39% Amulets can have magical properties. |
warrior's stralite amulet of cunning (+5) warrior's stralite amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Cun Changes resistances: +13% physical Stamina each turn: +1.00 Amulets can have magical properties. |
Belorenne the voratun amulet Belorenne the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Changes stats: +4 Str / +6 Mag Changes resistances: +9% nature Changes damage: +9% physical Physical save: +30 (+10 eff.) Blindness immunity: +30% Poison immunity: +15% Disarm immunity: +30% Teleport immunity: +15% Combat speed: +10% Amulets can have magical properties. |
Layara the Flamemark Layara the FlamemarkInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 49% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Dex Changes resistances: +3% fire / +30% light / +30% darkness Changes resistances penetration: +5% arcane Changes damage: +9% fire Talent mastery: +0.39 Steamtech / Dread Blindness immunity: +50% Amulets can have magical properties. |
Sparkblow the voratun amulet Sparkblow the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Dex / +9 Mag / +9 Wil Changes resistances penetration: +15% lightning Changes damage: +8% physical Light radius: +3 Combat speed: +10% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's voratun amulet of mastery (0.37 Psionic / Gestalt) wanderer's voratun amulet of mastery (0.37 Psionic / Gestalt)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +8 Con Talent mastery: +0.37 Psionic / Gestalt Life regen: +1.50 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Gunestir the copper ring Gunestir the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% light / +12% cold Critical mult.: +15.00% Disarm immunity: +10% Stun/Freeze immunity: +23% Life regen: +1.10 Maximum hate: +4.00 Rings can have magical properties. |
copper ring 'Eryruigorn' copper ring 'Eryruigorn'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil / +3 Con Changes damage: +3% mind Grants telepathy: Dragon Critical mult.: +5.00% Physical save: +6 (+2 eff.) Psi when hit: +0.04 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings can have magical properties. |
titan's copper ring of fire (+22%) titan's copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +4 (+1 eff.) Rings can have magical properties. |
warrior's copper ring of clarity warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +5 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
steel ring 'Goredin' steel ring 'Goredin'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +6 (+1 eff.) Changes stats: +5 Str / +4 Dex Life regen: +0.80 Stamina each turn: +0.40 Maximum life: +43.00 Healing mod.: +14% Rings can have magical properties. |
steel ring 'Kilnwish' steel ring 'Kilnwish'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +15% mind / +25% fire Changes damage: +15% mind / +24% fire Life regen: +0.90 Maximum life: +46.00 Healing mod.: +13% Rings can have magical properties. |
gold ring 'Daystoker' gold ring 'Daystoker'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +3 Dex / +2 Wil / +4 Cun Changes resistances: +32% cold Changes damage: +12% light / +16% cold Grants telepathy: Dragon Rings can have magical properties. |
pixie's gold ring of pilfering pixie's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +4 Cun / +4 Mag Spellpower: +9 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 112% 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. |
titan's gold ring of corrosion (+24%) titan's gold ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% acid Changes damage: +12% acid Physical save: +6 (+2 eff.) Rings can have magical properties. |
Barosin the Jetmistress Barosin the JetmistressInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% darkness / +36% fire Changes damage: +6% mind / +18% fire Critical mult.: +25.00% Equilibrium when hit: +0.16 Mindpower: +8 (+1 eff.) Mental crit. chance: +5% Rings can have magical properties. |
Borirand the stralite ring Borirand the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil / +4 Cun / +9 Con Changes resistances: +36% nature Changes damage: +18% nature Reduces incoming crit damage: 18.00% Light radius: +3 Rings can have magical properties. |
gladiator's stralite ring of lightning (+20%) gladiator's stralite ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +5 Con Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
gladiator's stralite ring of sensing gladiator's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Str / +9 Con Blindness immunity: +35% Infravision radius: +4 See stealth: +13 See invisible: +18 Rings can have magical properties. |
psionicist's stralite ring of frost (+26%) psionicist's stralite ring of frost (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances: +26% cold Changes damage: +13% cold Mental save: +4 (+1 eff.) Rings can have magical properties. |
rogue's stralite ring of fire (+28%) rogue's stralite ring of fire (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Changes resistances: +28% fire Changes damage: +14% fire Rings can have magical properties. |
stralite ring 'Isoriawen' stralite ring 'Isoriawen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 20 mind Changes resistances: +15% acid / +9% darkness / +12% cold / +6% nature / +15% fire Changes damage: +7% all Spellpower: +17 (+2 eff.) Mindpower: +17 (+3 eff.) Rings can have magical properties. |
warrior's stralite ring of frost (+30%) warrior's stralite ring of frost (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +30% cold Changes damage: +15% cold Rings can have magical properties. |
Gorohor GorohorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 physical Changes resistances penetration: +25% arcane Changes damage: +9% arcane / +15% blight Disarm immunity: +42% Pinning immunity: +42% Knockback immunity: +43% Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -80.00 life Maximum life: +48.00 Rings can have magical properties. |
marksman's voratun ring of power marksman's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +12 (+3 eff.) Changes stats: +7 Dex Spellpower: +11 (+1 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
mule's voratun ring of tenacity mule's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Maximum encumbrance: +20 Disarm immunity: +42% Pinning immunity: +29% Knockback immunity: +33% Maximum life: +38.00 Rings can have magical properties. |
rogue's voratun ring of blinding strikes rogue's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 34% chance to blind Damage (Melee): 37 light Effects on ranged hit: * 33% chance to blind Damage (Ranged): 39 light Changes stats: +5 Cun Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Glowbright' voratun ring 'Glowbright'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Defense: +17 (+5 eff.) Changes resistances: +9% blight / +20% physical / +6% darkness / +6% cold Changes resistances penetration: +5% light Changes damage: +3% light / +20% physical Spell save: +21 (+6 eff.) Life regen: +1.80 Maximum life: +100.00 Healing mod.: +26% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 112% 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. |
warrior's voratun ring warrior's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Rings can have magical properties. |
warrior's voratun ring of nature (+36%) warrior's voratun ring of nature (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +8 Str Changes resistances: +36% nature Changes damage: +18% nature Rings can have magical properties. |
warrior's voratun ring of speed warrior's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +14 Defense: +9 (+3 eff.) Changes stats: +7 Str Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
wizard's voratun ring of clarity wizard's voratun ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+3 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +48% Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Eye of the Lost (17-18.7 power, 27 apr, mind damage) Eye of the Lost (17-18.7 power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Critical mult.: +0.00% Mental save: +24 (+6 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 25 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Pureire (16.5-18.15 power, 40 apr, mind damage) Pureire (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 16.5 - 18.2 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% Burst (radius 1) on hit: +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +10% fire / +15% temporal Changes damage: +6% temporal / +12% fire Mindpower: +27 (+5 eff.) Mental crit. chance: +17% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +59 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. |
Smearroar SmearroarRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 Travel speed: +800% Damage (Ranged): +35 nature Burst (radius 2) on crit: +2 mind Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +15% light / +3% nature / +6% all Changes resistances penetration: +14% nature / +17% physical Changes damage: +13% physical / +6% nature / +3% mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 50% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow When wielded/worn: You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Gloryldawyn the pouch of voratun shots (22/22, 66-79.2 power, 6 apr) Gloryldawyn the pouch of voratun shots (22/22, 66-79.2 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.0 - 79.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +6 Crit. chance: +10.0% Capacity: 22 On weapon hit: * 40 arcane resource burn On weapon crit: * wounds the target for 7 turns: 15 bleeding, 56% reduced healing Travel speed: +200% Damage (Ranged): +20 bleed / +24 mind When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Voreta VoretaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes resistances: +6% nature / +6% cold Maximum encumbrance: +0 Disease immunity: +15% Confusion immunity: +15% Maximum life: +30.00 A belt that goes around your waist. |
Hanihek HanihekInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +12 Defense: +14 (+4 eff.) Changes stats: +12 Str / +7 Dex / +6 Wil / +7 Cun / +6 Con Changes resistances: +3% fire / +9% nature / +6% arcane Physical save: +69 (+20 eff.) Spell save: +19 (+5 eff.) Mental save: +29 (+8 eff.) Disarm immunity: +10% Stun/Freeze immunity: +25% Size category: +1 A belt that goes around your waist. |
Eilinurith (2 def, 0 armour) Eilinurith (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +2 Wil / +3 Cun / +3 Con Changes resistances: +0% lightning Changes resistances penetration: +10% blight Stun/Freeze immunity: +0% Psi when hit: +0.16 Maximum life: +36.00 Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivitira the Eclipsewake (3 def, 0 armour) Ivitira the Eclipsewake (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Damage when hit (Melee): 16 darkness Changes stats: +6 Cun / +6 Dex Changes resistances: +10% acid / +12% darkness / +9% fire / +10% cold / +10% lightning Changes resistances penetration: +10% darkness Changes damage: +6% nature / +6% darkness Physical save: +15 (+5 eff.) Spell save: +30 (+8 eff.) Mental save: +13 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisylle the rough leather gloves (0 def, 1 armour) Lisylle the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% temporal Changes damage: +3% mind / +12% temporal Life regen: +1.40 Stamina each turn: +0.50 Maximum stamina: +14.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Boltsaw the rough leather hat (0 def, 1 armour) Boltsaw the rough leather hat (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 lightning Changes resistances: +9% lightning / +6% cold / +9% mind Changes resistances penetration: +10% mind Allows you to breathe in: water Light radius: +0 A hat made of leather. Very stylish. |
drakeskin leather hat 'Hathugatar' (0 def, 5 armour) drakeskin leather hat 'Hathugatar' (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +5 Fatigue: -1% Changes stats: +7 Str / +3 Mag / +5 Wil / +4 Cun / +7 Con Mindpower: +5 (+1 eff.) Light radius: +2 Infravision radius: +2 See invisible: +12 A hat made of leather. Very stylish. |
drakeskin leather hat 'Iseba' (0 def, 5 armour) drakeskin leather hat 'Iseba' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +7 Wil Changes resistances: +15% physical / +12% blight / +9% cold / +12% nature / +6% mind Changes resistances penetration: +15% mind Changes damage: +6% mind Physical save: +15 (+5 eff.) A hat made of leather. Very stylish. |
elven-silk wizard hat 'Eclipsesmasher' (3 def, 0 armour) elven-silk wizard hat 'Eclipsesmasher' (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 37% Changes stats: +7 Cun / +2 Wil Changes resistances: +9% temporal / +16% physical / +26% darkness / +20% mind Changes resistances penetration: +10% darkness Changes damage: +20% physical / +20% mind / +20% darkness Grants telepathy: Humanoid/Orc Physical save: +15 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +30 (+8 eff.) Maximum hate: +15.00 Maximum psi: +30.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +10% Light radius: +0 A pointy cloth hat, very wizardly... |
hardened leather cap 'Weeptooth' (0 def, 3 armour) hardened leather cap 'Weeptooth' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% acid / +22% light / +6% lightning / +5% arcane / +13% darkness Changes resistances penetration: +25% nature Light radius: +0 A cap made of leather. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +0 (+0 eff.) Blindness immunity: +100% Light radius: +0 Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Delarodur the drakeskin leather cap (0 def, 5 armour) Delarodur the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% blight / +15% fire / +15% cold Changes resistances penetration: +20% mind Grants telepathy: Demon/Minor Demon/Major Maximum hate: +4.00 Mindpower: +10 (+2 eff.) A cap made of leather. |
Nimbus of Enlightenment (7 def, 0 armour) Nimbus of Enlightenment (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +0 Cun Mental save: -25 (-8 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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. |
6 opal 6 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. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 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. |
12 onyx 12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
7 emerald 7 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 garnet 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. |
9 quartz 9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 sapphire 15 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 jade 18 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. |
13 turquoise 13 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. |
10 ruby 10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
33 bloodstone 33 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
41 fire opal 41 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. |
35 diamond 35 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
38 moonstone 38 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
27 pearl 27 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye 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. |
1499 alchemist agate 1499 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. |
42 alchemist bloodstone 42 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +42.00 Light radius: +2 Healing mod.: +10% 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. |
Boltsear BoltsearInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 20 mind Changes resistances: +12% lightning / +15% temporal / +5% arcane Changes damage: +9% mind Spell save: +9 (+3 eff.) Mental save: +14 (+4 eff.) Light radius: +4 See stealth: +16 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Greenvault' dwarven lantern 'Greenvault'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 29 fire Changes resistances: +2% physical / +8% fire / +12% nature / +9% darkness Changes damage: +27% nature Physical save: +36 (+12 eff.) Spell save: +36 (+9 eff.) Mental save: +20 (+5 eff.) Stun/Freeze immunity: +35% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.93 cold damage and 5.98 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial 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 (155 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
perfect acid groove perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lens perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
perfect head lamp perfect head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +25 (+5 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor voratun fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple voratun grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 14] simple frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 111% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 172] simple healing salve [power 172]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 111% efficiency and 99% cooldown modifier. It can be used to heal 172, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent healing salve [power 225] potent healing salve [power 225]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 111% efficiency and 99% cooldown modifier. It can be used to heal 225, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful fiery salve [power 20] powerful fiery salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 111% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (20% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 20] powerful frost salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 111% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 279] powerful healing salve [power 279]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 111% efficiency and 99% cooldown modifier. It can be used to heal 279, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 20] powerful water salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 111% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 333] great healing salve [power 333]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 111% efficiency and 99% cooldown modifier. It can be used to heal 333, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing fiery salve [power 27] amazing fiery salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (27% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 386] amazing healing salve [power 386]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 99% cooldown modifier. It can be used to heal 386, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 338] amazing pain suppressor salve [power 338]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -338 life and reduces all damage by 29% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 27] amazing water salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (27% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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 100 power out of 100/100. The very essence of bearness! |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 123.24 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Stimulus StimulusPowered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +5 Cun Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack, costing 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Qog's Essentials Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
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 (+3 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 21 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 50% 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 416.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Velotira the Scabnight [power 23] (20 cooldown) Velotira the Scabnight [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% nature / +3% darkness Changes resistances penetration: +10% nature Changes damage: +3% nature It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 152 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
dwarven-steel torque of psychoportation 'Bregudramnir' [power 37] (30 cooldown) dwarven-steel torque of psychoportation 'Bregudramnir' [power 37] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +20% blight Spell save: +9 (+3 eff.) Mana each turn: +0.24 Maximum vim: +20.00 Spell crit. chance: +6% It can be used to teleport randomly (rad 37), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Glarefear the stralite torque of psychoportation [power 50] (30 cooldown) Glarefear the stralite torque of psychoportation [power 50] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances penetration: +10% light / +25% mind Changes damage: +9% light / +12% mind Grants telepathy: Dragon Maximum psi: +50.00 Mindpower: +4 (+1 eff.) It can be used to teleport randomly (rad 50), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
Malyromista the Flashfury [power 47] (20 cooldown) Malyromista the Flashfury [power 47] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 light Changes resistances penetration: +25% nature / +25% light Changes damage: +18% light Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Andinrel the Halfling Psyshot level 31
7th Pyre 123rd year of Ascendancy at 05:21 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Andinrel the Halfling Psyshot level 22
37th Haze 122nd year of Ascendancy at 04:19 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Andinrel the Halfling Psyshot level 31
5th Pyre 123rd year of Ascendancy at 15:30 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Andinrel the Halfling Psyshot level 32
39th Pyre 123rd year of Ascendancy at 04:52 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Andinrel the Halfling Psyshot level 35
65th Pyre 123rd year of Ascendancy at 04:35 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Andinrel the Halfling Psyshot level 50
58th Dusk 124th year of Ascendancy at 16:42 see stats
Atamathoned! (Nightmare (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Andinrel the Halfling Psyshot level 50
16th Pyre 126th year of Ascendancy at 01:23 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Andinrel the Halfling Psyshot level 41
4th Haze 123rd year of Ascendancy at 23:42 see stats
Backstabbing Traitor (Nightmare (Roguelike) difficulty)
Killed 6 escorted adventurers while you were supposed to save them.By Andinrel the Halfling Psyshot level 17
71st Dusk 122nd year of Ascendancy at 03:30 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Andinrel the Halfling Psyshot level 34
61st Pyre 123rd year of Ascendancy at 06:16 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Andinrel the Halfling Psyshot level 50
50th Pyre 126th year of Ascendancy at 06:20 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Andinrel the Halfling Psyshot level 46
16th Regrowth 124th year of Ascendancy at 23:53 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By Andinrel the Halfling Psyshot level 41
13rd Haze 123rd year of Ascendancy at 10:36 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Andinrel the Halfling Psyshot level 32
34th Pyre 123rd year of Ascendancy at 15:03 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Andinrel the Halfling Psyshot level 50
76th Regrowth 124th year of Ascendancy at 11:23 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Andinrel the Halfling Psyshot level 33
55th Pyre 123rd year of Ascendancy at 05:53 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Andinrel the Halfling Psyshot level 49
53rd Regrowth 124th year of Ascendancy at 20:15 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Andinrel the Halfling Psyshot level 50
66th Pyre 126th year of Ascendancy at 05:49 see stats
Explorer (Nightmare (Roguelike) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Andinrel the Halfling Psyshot level 50
4th Flare 125th year of Ascendancy at 09:39 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Andinrel the Halfling Psyshot level 18
2nd Haze 122nd year of Ascendancy at 07:41 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Andinrel the Halfling Psyshot level 18
5th Haze 122nd year of Ascendancy at 19:20 see stats
Fast Curse Dispel (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Andinrel the Halfling Psyshot level 32
34th Pyre 123rd year of Ascendancy at 15:03 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Andinrel the Halfling Psyshot level 50
71st Pyre 124th year of Ascendancy at 01:00 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Andinrel the Halfling Psyshot level 50
76th Regrowth 124th year of Ascendancy at 13:57 see stats
Gem of the Moon (Nightmare (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Andinrel the Halfling Psyshot level 50
8th Mirth 124th year of Ascendancy at 09:26 see stats
Got eggs? (Nightmare (Roguelike) difficulty)
Finish the Pikataclysm event.By Andinrel the Halfling Psyshot level 26
9th Allure 123rd year of Ascendancy at 16:34 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Andinrel the Halfling Psyshot level 22
37th Haze 122nd year of Ascendancy at 02:33 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Andinrel the Halfling Psyshot level 50
59th Dusk 124th year of Ascendancy at 04:26 see stats
Kickin' it old-school (Nightmare (Roguelike) difficulty)
Killed Urkis, the Tempest, causing him to drop the Rod of Recall.By Andinrel the Halfling Psyshot level 18
5th Haze 122nd year of Ascendancy at 19:20 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Andinrel the Halfling Psyshot level 10
28th Dusk 122nd year of Ascendancy at 18:53 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Andinrel the Halfling Psyshot level 20
6th Haze 122nd year of Ascendancy at 15:59 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Andinrel the Halfling Psyshot level 30
3rd Pyre 123rd year of Ascendancy at 14:46 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Andinrel the Halfling Psyshot level 40
63rd Dusk 123rd year of Ascendancy at 10:46 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Andinrel the Halfling Psyshot level 50
55th Regrowth 124th year of Ascendancy at 05:12 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Andinrel the Halfling Psyshot level 50
55th Regrowth 124th year of Ascendancy at 16:04 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Andinrel the Halfling Psyshot level 50
60th Pyre 124th year of Ascendancy at 02:02 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Andinrel the Halfling Psyshot level 25
10th Decay 122nd year of Ascendancy at 21:42 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Andinrel the Halfling Psyshot level 50
8th Pyre 124th year of Ascendancy at 07:32 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Andinrel the Halfling Psyshot level 42
25th Haze 123rd year of Ascendancy at 12:56 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Andinrel the Halfling Psyshot level 21
36th Haze 122nd year of Ascendancy at 09:10 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Andinrel the Halfling Psyshot level 33
56th Pyre 123rd year of Ascendancy at 04:35 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Andinrel the Halfling Psyshot level 50
66th Pyre 126th year of Ascendancy at 05:47 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Andinrel the Halfling Psyshot level 22
37th Haze 122nd year of Ascendancy at 04:19 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Andinrel the Halfling Psyshot level 9
23rd Dusk 122nd year of Ascendancy at 20:30 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Andinrel the Halfling Psyshot level 22
37th Haze 122nd year of Ascendancy at 04:19 see stats
The Old Ones (Nightmare (Roguelike) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Andinrel the Halfling Psyshot level 50
72nd Pyre 126th year of Ascendancy at 18:21 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Andinrel the Halfling Psyshot level 32
44th Pyre 123rd year of Ascendancy at 16:13 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By Andinrel the Halfling Psyshot level 50
66th Pyre 126th year of Ascendancy at 05:49 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Andinrel the Halfling Psyshot level 50
76th Dusk 124th year of Ascendancy at 12:49 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Andinrel the Halfling Psyshot level 18
4th Haze 122nd year of Ascendancy at 12:11 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Andinrel the Halfling Psyshot level 36
15th Dusk 123rd year of Ascendancy at 01:09 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Andinrel the Halfling Psyshot level 32
28th Pyre 123rd year of Ascendancy at 11:01 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Andinrel the Halfling Psyshot level 30
4th Pyre 123rd year of Ascendancy at 05:09 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Andinrel the Halfling Psyshot level 22
42nd Haze 122nd year of Ascendancy at 06:13 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Andinrel the Halfling Psyshot level 30
5th Pyre 123rd year of Ascendancy at 12:21 see stats
Well trained (Nightmare (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Andinrel the Halfling Psyshot level 42
17th Haze 123rd year of Ascendancy at 12:56 see stats
Log
Ran for 21 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 27 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 67 turns (stop reason: at exit).
You gain 2.75 gold from the transmogrification of insulating dwarven-steel helm of the depths (0 def, 4 armour).
You gain 0.57 gold from the transmogrification of grounding hardened leather hat (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of Cuthithel the Glowhunt (0 def, 2 armour).
You gain 1.85 gold from the transmogrification of blurring hardened leather belt.
You gain 3.08 gold from the transmogrification of spiked stralite mail armour of stability (4 def, 8 armour).
You gain 2.37 gold from the transmogrification of spiked reinforced leather armour of fire resistance (4 def, 7 armour).
You gain 25.00 gold from the transmogrification of stralite waraxe 'Bethibrerin' (30-42 power, 5 apr).
You gain 4.00 gold from the transmogrification of schematic: Kinetic Stabiliser.
You gain 2.37 gold from the transmogrification of heat beam rune of the duelist (429 fire damage).
You gain 1.47 gold from the transmogrification of regeneration infusion (heal 326 over 5 turns).
There is a The crypt of Kryl-Feijan here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Andinrel deactivates Gestalt.
Andinrel tessellates his cloak!
Andinrel deactivates Embedded Restoration Systems.
Andinrel deactivates his cloak's restoration systems.
Andinrel deactivates Mechanical Arms.
Andinrel deactivates Molten Iron Blood.
Andinrel deactivates Antimagic Shield.
