Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines 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: Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Sawbutcher |
Level / Exp | 50 / 1892% |
Size | medium |
Lifes / Deaths | Killed by Argoniel at level 50 on the 43rd Regrowth 124th year of Ascendancy at 08:51 / 2Killed by Elandar at level 50 on the 43rd Regrowth 124th year of Ascendancy at 09:03 |
Primary Stats
Strength | 94 (base 66) |
Dexterity | 118 (base 38) |
Constitution | 163 (base 62) |
Magic | 93 (base 10) |
Willpower | 102 (base 9) |
Cunning | 167.2 (base 65) |
Resources
Mana | 619/854 |
Psi | 171/232 |
Vim | 296/296 |
Life | -156/1816 |
Stamina | 408/517 |
Healing Factor | 1.966 |
Regeneration | 42.3673 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 20 |
Infravision | 6 |
See Stealth | 35 |
See Invisible | 40 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 143 |
Accuracy | 81 |
Crit Chance | 83% |
APR | 75 |
Speed | 1.00 |
Offense: Offhand
Damage | 72 |
Accuracy | 81 |
Crit Chance | 63% |
APR | 55 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 102.65 (86.818181818182%) |
Defense | 61 |
Ranged Defense | 62 |
Fatigue | 38 |
Physical Save | 76 |
Spell Save | 43 |
Mental Save | 69 |
Defense: Resistances
All | -5%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 54% |
Silence Resistance | 67% |
Bleed Resistance | 10% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
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 19.1 steam per turn. Can be activated for an instant burst of 96 steam. 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 342% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 220% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.2 steam per turn. Can be activated for an instant burst of 96 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | All stats increased by 47. Pain Enhancement System |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+23). Continuum Destabilization |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | All damage reduced by 163. Subcutaneous Metallisation |
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 successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 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: 6350. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * 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 | pair of drakeskin leather boots 'Gloombraze' (0 def, 6 armour) pair of drakeskin leather boots 'Gloombraze' (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +6 Fatigue: +5% Effects on melee hit: * 47% chance to inflict damage reduction * 45% chance to corrode armour Damage when hit (Melee): 8 light Changes stats: +5 Cun / +5 Dex Changes resistances: +9% acid Changes damage: +6% acid Physical save: +18 (+4 eff.) Silence immunity: +50% Confusion immunity: +45% Pinning immunity: +25% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +1.20 Maximum stamina: +40.00 Light radius: +1 Movement speed: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
Quiver | Ragoraldil the Flareoracle (24/24, 64.5-90.3 power, 29 apr) Ragoraldil the Flareoracle (24/24, 64.5-90.3 power, 29 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Physical crit. chance: +14.0% Capacity: 24 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +60 insidious poison / +16 gravity / +4 mind / +4 blight Burst (radius 1) on hit: +4 blight / +4 fire Burst (radius 2) on crit: +8 fire Arrows are used with bows to pierce your foes to death. |
Light source | In Brightest Day In Brightest DayPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 nature Changes stats: +9 Wil Changes resistances: +14% darkness / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +15% mind / +15% nature / +32% light Damage affinity(heal): +5% light Blindness immunity: +34% Confusion immunity: +30% Light radius: +21 See stealth: +35 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 1.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +10 Cun / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold Mental save: +15 (+3 eff.) See invisible: +15 This jeweled crown shimmers with colors. |
On hands | Sparktickler the drakeskin leather gloves (5 def, 16 armour) Sparktickler the drakeskin leather gloves (5 def, 16 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 14 fire / 39 darkness / 38 mind Changes resistances: +3% acid / +10% fire / +12% light Changes damage: +11% fire Talent granted: +5 Iron Grip Reduces incoming crit damage: 5.00% Mental save: +12 (+3 eff.) Disease immunity: +10% Disarm immunity: +100% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.36 Maximum life: +64.00 Mindpower: +10 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | Glimmerzeal GlimmerzealInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +5% arcane / +3% acid Physical save: +11 (+2 eff.) Disarm immunity: +31% Pinning immunity: +25% Knockback immunity: +47% Life regen: +1.60 Maximum life: +130.00 Movement speed: +22% Healing mod.: +27% 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: 3.0 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 31% for 5 turns. 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 | Branoyandil the voratun amulet Branoyandil the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Damage when hit (Melee): 12 blight Changes stats: +7 Con / +11 Wil Changes resistances: +29% temporal / +12% cold / +3% nature / +3% physical Critical mult.: +20.00% Physical save: +26 (+6 eff.) Cut immunity: +10% Disarm immunity: +5% Pinning immunity: +49% Knockback immunity: +38% Life regen: +2.80 Only die when reaching: -40.00 life Maximum life: +80.00 Amulets can have magical properties. |
In main hand | Tempestbloom (40.5-60.75 power, 45 apr) Tempestbloom (40.5-60.75 power, 45 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +45 Physical crit. chance: +25.0% Attack speed: 100% Block value: +104 Damage (Melee): +15 light Damage against: +17% Undead Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 19% chance to corrode armour * 35% chance to blind Damage when hit (Melee): 20 temporal Changes stats: +16 Con / +7 Mag Changes resistances: +16% acid / +20% temporal / +20% light Changes resistances penetration: +5% lightning Changes damage: +9% mind Grants telepathy: Humanoid/Orc Talent granted: +3 Block Mental save: +34 (+8 eff.) Equilibrium when hit: +0.04 Maximum psi: +40.00 Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (357) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | drakeskin leather belt 'Phoenixstrider' drakeskin leather belt 'Phoenixstrider'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +7 Str / +6 Dex / +5 Cun / +7 Con / +12 Lck Changes resistances: +24% lightning / +18% temporal / +1% physical Changes damage: +6% fire Grants telepathy: Humanoid/Orc Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +18 (+4 eff.) Blindness immunity: +20% Knockback immunity: +15% Life regen: +3.10 Infravision radius: +6 Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
In off hand | Issuduneg the Sunviper (41-61.5 power, 25 apr) Issuduneg the Sunviper (41-61.5 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon hit: * 35% chance to cause random gloom * chills your foe dealing 35 damage and slowing them by one tenth of a turn * 20% chance to torment the target Damage (Melee): +25 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 20% chance to daze * 38% chance to blind Changes stats: +7 Dex / +7 Mag / +9 Wil / +7 Cun / +7 Con Changes resistances: +20% lightning / +3% fire / +20% light Changes resistances penetration: +15% mind / +15% darkness Changes damage: +3% fire Talent granted: +3 Block Spellpower on spell critical (stacks up to 3 times): +6 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Gulenne the Flashimmortal (16 def, 16 armour) Gulenne the Flashimmortal (16 def, 16 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +16 Defense: +16 (+4 eff.) Damage when hit (Melee): 12 mind Changes stats: +5 Wil / +5 Mag Changes resistances: +30% lightning / +25% light / +34% fire / +19% blight / +28% cold / +20% nature / +9% mind Changes resistances penetration: +10% arcane Changes damage: +9% mind / +6% fire Stealth bonus: +12 Stun/Freeze immunity: +50% Life regen: +3.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bethelratha the Sootvein (6 def, 32 armour) Bethelratha the Sootvein (6 def, 32 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +6 (+2 eff.) Fatigue: +9% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +16 Str / +11 Dex / +11 Mag / +11 Cun / +15 Con Changes resistances: +6% darkness Changes resistances penetration: +10% darkness / +10% arcane Changes damage: +3% arcane Physical save: +11 (+2 eff.) Maximum life: +48.00 A suit of armour made of mail. |
Inventory
medical injector implant of the wizard (efficiency 221% / cooldown 50%) medical injector implant of the wizard (efficiency 221% / cooldown 50%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 221% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 226% / cooldown 54%) medical injector implant of the wizard (efficiency 226% / cooldown 54%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 226% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 224% / cooldown 80%) medical injector implant of the wizard (efficiency 224% / cooldown 80%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 224% efficiency and cooldown mod of 80%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the sneak (+28 for 9 turns, die at -1125) heroism infusion of the sneak (+28 for 9 turns, die at -1125)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 28 for 9 turns. While Heroism is active, you will only die when reaching -1125 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
Rune of the Rift (558.00 temporal damage, removed from time 4 turns) Rune of the Rift (558.00 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 558.00 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. |
This item will automatically be transmogrified when you leave the level. schematic: Magnetic Shellschematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Branydin the copper amulet Branydin the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +9% temporal / +12% light / +13% darkness Changes resistances penetration: +10% arcane Blindness immunity: +22% Amulets can have magical properties. |
Flametreason FlametreasonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal / +9% fire Changes resistances penetration: +10% lightning Changes damage: +9% fire Pinning immunity: +26% Knockback immunity: +23% Amulets can have magical properties. |
clarifying copper amulet of magic (+2) clarifying copper amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
copper amulet 'Runukath' copper amulet 'Runukath'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +4.0% Fatigue: -5% Changes resistances: +1% physical Life regen: +1.10 Amulets can have magical properties. |
copper amulet 'Shinelace' copper amulet 'Shinelace'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% cold / +11% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
Eremestir the steel amulet Eremestir the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +3% blight Changes resistances penetration: +20% arcane Changes damage: +9% arcane Talent masteries: +0.21 Steamtech / Automated butchery +0.21 Steamtech / Battle machinery Amulets can have magical properties. |
Phoenixguile the steel amulet Phoenixguile the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Changes resistances: +15% lightning Changes damage: +9% fire Stun/Freeze immunity: +28% Stamina each turn: +0.20 Healing mod.: +15% Amulets can have magical properties. |
steel amulet 'Glorama' steel amulet 'Glorama'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes resistances: +13% light / +18% darkness Changes resistances penetration: +20% mind Changes damage: +6% mind Blindness immunity: +28% Amulets can have magical properties. |
Blindreaper BlindreaperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +3 Con Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +3% fire Physical save: +10 (+2 eff.) Life regen: +1.20 Maximum life: +45.00 Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Furnacequake the gold amulet Furnacequake the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +3% darkness / +3% physical Changes resistances penetration: +10% fire Reduces incoming crit damage: 5.00% Spell save: +25 (+9 eff.) Amulets can have magical properties. |
Obsidiantaint the gold amulet Obsidiantaint the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30 arcane resource burn Changes stats: +6 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% darkness Amulets can have magical properties. |
Radhiroddaldil RadhiroddaldilInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% cold / +18% fire / +7% physical Changes resistances penetration: +10% arcane Changes damage: +9% physical Critical mult.: +3.00% Mental save: +6 (+1 eff.) Confusion immunity: +13% Stamina each turn: +0.70 Maximum life: +20.00 Mindpower: +9 (+2 eff.) Amulets can have magical properties. |
Velawyn VelawynInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +5 Cun / +6 Con Changes resistances: +12% mind / +7% physical Physical save: +10 (+2 eff.) Life regen: +1.70 Stamina each turn: +0.80 Maximum life: +38.00 Mindpower: +6 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
gold amulet 'Tempesttouch' gold amulet 'Tempesttouch'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +1 Con Changes resistances: +13% mind Changes resistances penetration: +5% lightning Confusion immunity: +32% Amulets can have magical properties. |
stralite amulet 'Shadowlash' stralite amulet 'Shadowlash'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +24% fire / +6% temporal / +26% cold Changes damage: +9% darkness Critical mult.: +10.00% Cut immunity: +5% Disarm immunity: +5% Stun/Freeze immunity: +15% Mental crit. chance: +2% Amulets can have magical properties. |
Arcedge the voratun amulet Arcedge the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +9 (+2 eff.) Defense: +19 (+5 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +13 Lck / +9 Dex Changes resistances: +6% blight / +30% mind / +9% acid Changes damage: +6% lightning / +10% physical Confusion immunity: +44% Stun/Freeze immunity: +10% Knockback immunity: +10% Teleport immunity: +15% Combat speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Ivadakira the voratun amulet Ivadakira the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Changes stats: +10 Dex / +5 Con Changes resistances cap: +7% all Changes resistances penetration: +5% blight Changes damage: +12% blight Grants telepathy: Dragon Physical save: +43 (+9 eff.) Cut immunity: +80% Life regen: +2.70 Hate when firing a critical mind attack: +1.00 Maximum life: +80.00 Maximum psi: +10.00 Spell crit. chance: +1% Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 265 life. The life healed will increase with your Mindpower. 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. |
Getythel the copper ring Getythel the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes damage: +3% arcane Grants telepathy: Dragon Spell save: +6 (+2 eff.) Spellpower: +2 (+1 eff.) Rings can have magical properties. |
Lightcrypt LightcryptCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +3% light Changes damage: +3% light / +6% darkness Light radius: +2 Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's copper ring of corrosion (+20%) marksman's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
mule's copper ring of blight (+10%) mule's copper ring of blight (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +10% blight Changes damage: +10% blight Maximum encumbrance: +21 Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Rings can have magical properties. |
warrior's copper ring of aether (+11%) warrior's copper ring of aether (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% arcane Changes damage: +11% arcane Rings can have magical properties. |
Maladothad the steel ring Maladothad the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +5 Con Changes resistances: +9% lightning Physical save: +10 (+2 eff.) Spell save: +20 (+7 eff.) Knockback immunity: +5% Rings can have magical properties. |
Nereldagath NereldagathInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +5 Wil Critical mult.: +5.00% Mental save: +8 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +40.00 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 41 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Samorerion SamorerionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Spell save: +20 (+7 eff.) Maximum vim: +10.00 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
steel ring 'Hanythel' steel ring 'Hanythel'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +15% mind Changes damage: +3% mind Stun/Freeze immunity: +26% Life regen: +1.50 Equilibrium when hit: +0.04 Rings can have magical properties. |
steel ring of frost (+20%) steel ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
Betoriabeth the Glintkarma Betoriabeth the GlintkarmaInfused 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): 8 light Changes resistances: +32% fire Changes resistances penetration: +20% mind Changes damage: +16% fire Rings can have magical properties. |
Jetream the gold ring Jetream the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 darkness Changes stats: +6 Wil / +6 Mag Changes resistances: +3% blight / +9% darkness Changes damage: +3% darkness Spellpower: +10 (+3 eff.) Rings can have magical properties. |
Neriwen the Sunquarry Neriwen the SunquarryCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +2 Str Changes resistances penetration: +10% fire Grants telepathy: Humanoid/Orc Maximum encumbrance: +23 Rings can have magical properties. |
Nimbussnake the gold ring Nimbussnake the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Con Changes damage: +9% arcane / +9% lightning Critical mult.: +15.00% Spell save: +16 (+6 eff.) Mana each turn: +0.04 Maximum stamina: +28.00 Spell crit. chance: +1% Rings can have magical properties. |
gold ring 'Cracklequeen' gold ring 'Cracklequeen'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes resistances: +12% lightning Changes damage: +27% mind Spellpower: +11 (+4 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
gold ring 'Shinesin' gold ring 'Shinesin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +24% acid / +6% nature / +7% blight Changes damage: +12% acid Poison immunity: +13% Disease immunity: +15% Stun/Freeze immunity: +23% Life regen: +2.30 Light radius: +2 Rings can have magical properties. |
gold ring 'Xanawyn' gold ring 'Xanawyn'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Physical power: +2 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +7 Dex / +5 Mag / +6 Wil Changes damage: +9% temporal Life regen: +1.00 Maximum life: +40.00 Spellpower: +7 (+2 eff.) Healing mod.: +17% Rings can have magical properties. |
rogue's gold ring of clarity rogue's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Mental save: +7 (+1 eff.) Confusion immunity: +24% Rings can have magical properties. |
titan's gold ring of frost (+26%) titan's gold ring of frost (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +26% cold Changes damage: +13% cold Physical save: +10 (+2 eff.) Rings can have magical properties. |
Silowyn the Glintbloom Silowyn the GlintbloomPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Cun / +9 Mag Changes resistances penetration: +5% light Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Spell save: +12 (+4 eff.) Light radius: +2 Infravision radius: +1 Rings can have magical properties. |
rogue's stralite ring of arcana(+0.24/turn) rogue's stralite ring of arcana(+0.24/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Silence immunity: +32% Mana each turn: +0.24 Rings can have magical properties. |
voratun ring 'Getugund' voratun ring 'Getugund'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +13 (+3 eff.) Changes stats: +9 Str / +10 Dex / +6 Cun / +8 Con Changes resistances: +26% lightning / +5% arcane / +3% acid Changes damage: +13% lightning Maximum life: +10.00 Maximum stamina: +10.00 Rings can have magical properties. |
Zubegaba the Scorchsorrow (39.5-59.25 power, 25 apr) Zubegaba the Scorchsorrow (39.5-59.25 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +95 On weapon hit: * 34% chance to daze * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +8 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 18 nature / 8 fire Changes stats: +3 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +20% blight / +6% fire / +20% nature Changes resistances penetration: +17% acid / +15% blight / +16% fire / +30% lightning / +17% cold Changes damage: +9% blight / +9% fire / +6% temporal Talent granted: +3 Block Maximum life: +110.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Elenotoneg the Offalclash (9 def, 16 armour) Elenotoneg the Offalclash (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 22 acid / 23 fire Damage when hit (Melee): 15 acid / 14 fire / 4 arcane Changes stats: +7 Str / +5 Con Changes resistances: +30% acid / +8% physical / +30% fire / +12% nature / +5% arcane Changes resistances penetration: +10% nature Changes damage: +3% light / +3% arcane Physical save: +24 (+5 eff.) Maximum life: +100.00 A suit of armour made of metal plates. |
Rhehor RhehorPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +16 Changes resistances: +6% acid Changes resistances penetration: +5% acid / +10% mind Changes damage: +15% acid Critical mult.: +9.00% It can be used to create a temporary shield that absorbs 916 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
drakeskin leather belt 'Filthbreaker' drakeskin leather belt 'Filthbreaker'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +15 Defense: +23 (+6 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to daze Damage when hit (Melee): 12 lightning / 12 nature Changes resistances penetration: +10% lightning Changes damage: +12% nature Stealth bonus: +15 Spell save: +15 (+5 eff.) Mental save: +11 (+2 eff.) Spellpower: +10 (+3 eff.) Size category: +1 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
drakeskin leather belt 'Singestone' drakeskin leather belt 'Singestone'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 20 blight / 12 fire Changes stats: +5 Dex / +9 Mag / +5 Cun Changes resistances: +9% blight Mana each turn: +0.78 Maximum mana: +95.00 Mental crit. chance: +5% A belt that goes around your waist. |
Airswift (18 def, 0 armour) Airswift (18 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Defense: +18 (+5 eff.) Effects on melee hit: * 10 arcane resource burn * 30% chance to daze Changes stats: +4 Dex / +4 Wil / +8 Cun Changes resistances: +6% blight / +3% fire / +0% lightning Changes resistances penetration: +15% lightning Physical save: +12 (+3 eff.) Stun/Freeze immunity: +0% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ebonypyre (12 def, 11 armour) Ebonypyre (12 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +12 (+3 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 arcane / 4 darkness Changes stats: +4 Str / +5 Dex / +4 Con Changes resistances: +25% light / +23% fire / +25% cold / +5% arcane / +6% darkness Changes damage: +6% arcane / +3% darkness Talent mastery: +0.30 Technique / Combat training Stealth bonus: +14 Spell save: -15 (-5 eff.) Stamina each turn: +1.20 Mana each turn: -0.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 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 Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Elenne the elven-silk wizard hat (3 def, 0 armour) Elenne the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +59% acid / +18% physical / +17% darkness / +6% nature / +5% arcane / +3% temporal Changes damage: +36% acid / +15% physical / +13% darkness Reduces incoming crit damage: 5.00% Maximum hate: +11.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
onyx 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade 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. |
turquoise 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. |
ruby 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. |
2 bloodstone 2 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. |
2 fire opal 2 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. |
2 diamond 2 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. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1776 alchemist agate 1776 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. |
72 alchemist bloodstone 72 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. |
brass lantern 'Adiserita' brass lantern 'Adiserita'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances: +6% acid Physical save: +7 (+1 eff.) Light radius: +2 Healing mod.: +13% 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 370 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 150.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 150.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red 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 (151 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
amazing fiery salve [power 61] amazing fiery salve [power 61]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (61% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 61] amazing frost salve [power 61]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (61% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 730] amazing healing salve [power 730]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 75% cooldown modifier. It can be used to heal 730, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 638] amazing pain suppressor salve [power 638]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -638 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 61] amazing water salve [power 61]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 220% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (61% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
Glarehunt the dwarven-steel pickaxe (dig speed 29 turns) Glarehunt the dwarven-steel pickaxe (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 light Changes stats: +2 Str Changes resistances: +10% nature / +3% light Changes damage: +7% nature / +6% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Skywarden the dwarven-steel pickaxe (dig speed 30 turns) Skywarden the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +2 Str Changes resistances: +12% nature / +3% lightning Changes resistances penetration: +10% physical Changes damage: +7% nature Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Adagarin (dig speed 7 turns) Adagarin (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +20 (+5 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes stats: +3 Str / +4 Dex Changes resistances: +9% blight / +13% nature / +6% mind / +15% darkness Changes resistances penetration: +15% blight / +10% arcane Changes damage: +6% blight / +10% nature / +3% mind Damage affinity(heal): +15% darkness Critical mult.: +20.00% Infravision radius: +8 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+1 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig 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. |
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 (+2 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: 2.4 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 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 1.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (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. |
Emelabrenn the Duskslice [power 341] (21/6 cooldown) Emelabrenn the Duskslice [power 341] (21/6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +3 Mag Changes resistances penetration: +10% darkness Changes damage: +6% blight Talents cooldown: Telekinetic Blast (+10 turn) Silence (+5 turn) Talents granted: +9 Telekinetic Blast +3 Silence Spell save: +6 (+2 eff.) Spell crit. chance: +3% It can be used to fire a blast of psionic energies in a range 10 beam dealing 170.50 to 341.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Alygandil the Wretchnoon [power 82] (21/20 cooldown) Alygandil the Wretchnoon [power 82] (21/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +9% mind Changes resistances penetration: +15% nature Changes damage: +3% nature / +6% mind Talent granted: +14 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Loamkarma [power 281] (21/6 cooldown) Loamkarma [power 281] (21/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 acid Changes resistances penetration: +10% nature Changes damage: +12% nature / +3% acid Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast It can be used to creates a wall of flames lasting 4 turns (dealing 377 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 193.00 temporal and 193.00 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
dragonbone wand of clairvoyance 'Earthbait' [power 14] (21/6 cooldown) dragonbone wand of clairvoyance 'Earthbait' [power 14] (21/6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +6% nature Changes resistances penetration: +20% temporal Changes damage: +3% blight / +15% temporal Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Volcano +5 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 14, power 86 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
steel spike attachment steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Armour: +6 Fatigue: +1% Damage when hit (Melee): 14 physical Tinkers can be attached to normal items to improve them with steam power! |
mastercraft winterchill edge mastercraft winterchill edgeRequires: - Level 25 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
mastercraft winterchill edge mastercraft winterchill edgeRequires: - Level 25 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
perfect black light emitter perfect black light emitterRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'lite' When attach to an other item: Changes damage: +25% darkness Light radius: -5 Infravision radius: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
Achievements
By TheWayofSAW the Yeek Sawbutcher level 39
16th Pyre 123rd year of Ascendancy at 13:12 see stats
By TheWayofSAW the Yeek Sawbutcher level 24
36th Regrowth 123rd year of Ascendancy at 17:17 see stats
By TheWayofSAW the Yeek Sawbutcher level 38
14th Pyre 123rd year of Ascendancy at 14:27 see stats
By TheWayofSAW the Yeek Sawbutcher level 50
29th Regrowth 124th year of Ascendancy at 10:14 see stats
By TheWayofSAW the Yeek Sawbutcher level 34
76th Regrowth 123rd year of Ascendancy at 19:45 see stats
By TheWayofSAW the Yeek Sawbutcher level 50
2nd Haze 123rd year of Ascendancy at 07:06 see stats
By TheWayofSAW the Yeek Sawbutcher level 43
55th Pyre 123rd year of Ascendancy at 09:51 see stats
By TheWayofSAW the Yeek Sawbutcher level 23
35th Regrowth 123rd year of Ascendancy at 07:49 see stats
By TheWayofSAW the Yeek Sawbutcher level 30
64th Regrowth 123rd year of Ascendancy at 00:11 see stats
By TheWayofSAW the Yeek Sawbutcher level 41
23rd Pyre 123rd year of Ascendancy at 07:55 see stats
By TheWayofSAW the Yeek Sawbutcher level 44
60th Pyre 123rd year of Ascendancy at 00:05 see stats
By TheWayofSAW the Yeek Sawbutcher level 20
33rd Regrowth 123rd year of Ascendancy at 22:18 see stats
By TheWayofSAW the Yeek Sawbutcher level 48
52nd Dusk 123rd year of Ascendancy at 21:26 see stats
By TheWayofSAW the Yeek Sawbutcher level 8
10th Mirth 122nd year of Ascendancy at 20:23 see stats
By TheWayofSAW the Yeek Sawbutcher level 50
19th Regrowth 124th year of Ascendancy at 06:19 see stats
By TheWayofSAW the Yeek Sawbutcher level 36
2nd Pyre 123rd year of Ascendancy at 06:56 see stats
By TheWayofSAW the Yeek Sawbutcher level 24
36th Regrowth 123rd year of Ascendancy at 17:24 see stats
By TheWayofSAW the Yeek Sawbutcher level 50
29th Regrowth 124th year of Ascendancy at 14:16 see stats
By TheWayofSAW the Yeek Sawbutcher level 10
45th Dusk 122nd year of Ascendancy at 01:33 see stats
By TheWayofSAW the Yeek Sawbutcher level 20
21st Regrowth 123rd year of Ascendancy at 05:41 see stats
By TheWayofSAW the Yeek Sawbutcher level 30
61st Regrowth 123rd year of Ascendancy at 13:05 see stats
By TheWayofSAW the Yeek Sawbutcher level 40
20th Pyre 123rd year of Ascendancy at 19:51 see stats
By TheWayofSAW the Yeek Sawbutcher level 50
1st Haze 123rd year of Ascendancy at 11:52 see stats
By TheWayofSAW the Yeek Sawbutcher level 50
52nd Haze 123rd year of Ascendancy at 08:03 see stats
By TheWayofSAW the Yeek Sawbutcher level 50
17th Regrowth 124th year of Ascendancy at 23:42 see stats
By TheWayofSAW the Yeek Sawbutcher level 50
9th Allure 124th year of Ascendancy at 23:22 see stats
By TheWayofSAW the Yeek Sawbutcher level 16
27th Haze 122nd year of Ascendancy at 00:38 see stats
By TheWayofSAW the Yeek Sawbutcher level 46
8th Mirth 123rd year of Ascendancy at 01:52 see stats
By TheWayofSAW the Yeek Sawbutcher level 45
6th Mirth 123rd year of Ascendancy at 12:38 see stats
By TheWayofSAW the Yeek Sawbutcher level 33
76th Regrowth 123rd year of Ascendancy at 01:15 see stats
By TheWayofSAW the Yeek Sawbutcher level 41
28th Pyre 123rd year of Ascendancy at 04:30 see stats
By TheWayofSAW the Yeek Sawbutcher level 24
36th Regrowth 123rd year of Ascendancy at 17:17 see stats
By TheWayofSAW the Yeek Sawbutcher level 10
45th Dusk 122nd year of Ascendancy at 03:00 see stats
By TheWayofSAW the Yeek Sawbutcher level 24
36th Regrowth 123rd year of Ascendancy at 17:17 see stats
By TheWayofSAW the Yeek Sawbutcher level 48
52nd Dusk 123rd year of Ascendancy at 05:51 see stats
By TheWayofSAW the Yeek Sawbutcher level 45
5th Mirth 123rd year of Ascendancy at 08:48 see stats
By TheWayofSAW the Yeek Sawbutcher level 29
61st Regrowth 123rd year of Ascendancy at 05:15 see stats
By TheWayofSAW the Yeek Sawbutcher level 19
20th Regrowth 123rd year of Ascendancy at 13:21 see stats
By TheWayofSAW the Yeek Sawbutcher level 50
43rd Regrowth 124th year of Ascendancy at 08:51 see stats
By TheWayofSAW the Yeek Sawbutcher level 37
13rd Pyre 123rd year of Ascendancy at 20:38 see stats
Log
Talent Implant: Medical Injector is ready to use.
Talent Subcutaneous Metallisation is ready to use.
TheWayofSAW performs a melee critical strike against Multi-hued drake hatchling!
Multi-hued drake hatchling's armor corrodes!
Multi-hued drake hatchling is weakened by the darkness!
The Cog spins up and deflects the blow from TheWayofSAW!
The Cog spins up and deflects the blow from TheWayofSAW!
TheWayofSAW performs a melee critical strike against Multi-hued drake hatchling!
Multi-hued drake hatchling is pinned to the ground.
TheWayofSAW receives 98 healing.
TheWayofSAW hits Multi-hued drake hatchling for 307 physical, 20 light, 9 lightning, , 39 darkness, 16 fire, , , 9 acid, 7 cold, , , , 51 mind, 139 physical, 33 mind, , 9 lightning, , 39 darkness, 16 fire, , , 9 acid, 7 cold, , , , 51 mind, 31 cold (792 total damage).
Multi-hued drake hatchling hits TheWayofSAW for 0 fire, 0 cold, 3 fire, 3 cold (6 total damage).
Multi-hued drake hatchling misses TheWayofSAW.
Elandar deactivates Mow Down.
Elandar casts Freeze.
Elandar's spell attains critical power!
TheWayofSAW internal structure metallises.
TheWayofSAW resists!
Elandar hits TheWayofSAW for 1133 cold damage.
Multi-hued drake hatchling misses TheWayofSAW.
Multi-hued drake hatchling overcomes the gloom
Bleeding from TheWayofSAW hits Multi-hued drake hatchling for 35 physical damage.
Bleeding from TheWayofSAW hits Multi-hued drake hatchling for 39 physical damage.
Bleeding from TheWayofSAW hits Multi-hued drake hatchling for 69 physical damage.
Multi-hued drake hatchling misses TheWayofSAW.
Elandar casts Moonlight Ray.
Elandar's spell attains critical power!
TheWayofSAW shrugs off the critical damage!
Saving game...