

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Thalore |
Class | Annihilator |
Level / Exp | 50 / 3269% |
Size | medium |
Lifes / Deaths | Killed by Emelamiwe the Guardian at level 23 on the 9th Allure 123rd year of Ascendancy at 14:29 4 / 3Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 76th Dusk 124th year of Ascendancy at 03:18 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 76th Dusk 124th year of Ascendancy at 04:25 |
Primary Stats
Strength | 103 (base 12) |
Dexterity | 111 (base 60) |
Constitution | 127 (base 60) |
Magic | 52 (base 10) |
Willpower | 87 (base 36) |
Cunning | 167 (base 60) |
Resources
Life | 1894/1894 |
Psi | 177/177 |
Steam | 100/100 |
Healing Factor | 2.3509090909092 |
Regeneration | 115.54718181819 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 116 |
Accuracy | 81 |
Crit Chance | 98% |
APR | 18 |
Speed | 1.36 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Cold | +42% |
Lightning | +36% |
Light | +21% |
Temporal | +19% |
Darkness | +22% |
Physical | +104% |
Fire | +33% |
All | +15% |
Offense: Damage Penetration
Fire | +10% |
Cold | +30% |
Blight | +20% |
Physical | +45% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 77 (95.817490494297%) |
Defense | 91 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 91 |
Spell Save | 61 |
Mental Save | 74 |
Defense: Resistances
Acid | + 58%( 75%) |
Blight | + 75%( 75%) |
Arcane | + 53%( 75%) |
Cold | + 62%( 75%) |
All | + 51%( 75%) |
Lightning | + 75%( 75%) |
Light | + 67%( 75%) |
Physical | + 68%( 75%) |
Mind | + 62%( 75%) |
Darkness | + 58%( 75%) |
Fire | + 64%( 75%) |
Nature | + 57%( 75%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 30% |
Teleport Resistance | 100% |
Blind Resistance | 24% |
Silence Resistance | 10% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.7 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.3 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 221% efficiency and cooldown mod of 57%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.9 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.3 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 179% efficiency and cooldown mod of 54%. |
Class Talents
Steamtech / Gadgets | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Demolition | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.60 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.60 |
| 5/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Generic Talents
Race / Thalore | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.50 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exoskeleton |
talent | Rocket Pod |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 61% and triggers a radius 8 conal explosion dealing 196% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
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 within5 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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 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 | ![]() Requires: - 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: +24 Armour Hardiness: +20% Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +24 Str / -7 Dex / +12 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +18 (+3 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 77.5 - 93.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +21.0% Capacity: 45 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to reduce damage dealt by 30% * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +16 mind / +16 darkness When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +6 Wil / +5 Con Changes resistances: +6% lightning / +6% light / +12% blight / +18% fire / +5% arcane / +6% mind Critical mult.: +16.00% Physical save: +14 (+2 eff.) Spell save: +20 (+5 eff.) Mental save: +15 (+4 eff.) Life regen: +12.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +16 Defense: +10 (+2 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 37 Changes stats: +5 Str / +12 Cun / +5 Con Changes resistances: +11% cold / +9% fire / +12% mind / +6% all Changes resistances penetration: +15% mind / +10% fire Changes damage: +12% fire Physical save: +15 (+3 eff.) Mental save: +18 (+5 eff.) A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +20 (+4 eff.) Damage when hit (Melee): 6 physical Changes stats: +5 Cun / +5 Con Changes resistances: +15% light Changes resistances penetration: +20% physical Mental save: +12 (+3 eff.) Maximum stamina: +33.67 It can be used to project a gust of wind in a cone knocking enemies back 13 spaces and dealing 826 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +13 (+3 eff.) Changes stats: +11 Str / +12 Dex / +10 Wil / +22 Cun / +12 Con Changes resistances: +9% lightning / +21% physical Changes damage: +6% fire / +20% physical Spell save: +8 (+2 eff.) Blindness immunity: +24% Stun/Freeze immunity: +24% Maximum life: +80.00 Mindpower: +11 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +2.0% Defense: +60 (+12 eff.) Changes stats: +3 Str / +9 Mag / +12 Wil / +12 Cun / +4 Con Stun/Freeze immunity: +37% Life regen: +28.00 Maximum life: +86.00 Maximum stamina: +30.00 Spellpower: +15 (+5 eff.) Healing mod.: +19% Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +30 (+6 eff.) Damage when hit (Melee): 10 physical Changes stats: +4 Dex Changes resistances: +12% lightning / +12% light / +15% darkness / +12% nature Changes resistances penetration: +25% physical Changes damage: +15% physical Physical save: +12 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 On weapon hit: * injects a simple virus dealing 119 blight damage on hit and lowering the victims highest stat Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10% Activation costs 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
On hands | ![]() Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +15 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +18 Str / +10 Dex / +16 Mag / +17 Wil / +10 Cun / +10 Con Changes resistances: +27% blight / +12% cold / +11% lightning / +15% all Changes resistances penetration: +15% cold Changes damage: +21% lightning / +23% physical / +27% cold Silence immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +20% Life regen: +8.90 Only die when reaching: -60.00 life Maximum life: +168.00 Healing mod.: +47% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +15 (+3 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +30% lightning Changes resistances penetration: +20% blight / +15% cold Physical save: +47 (+9 eff.) Spell save: +27 (+7 eff.) Mental save: +29 (+7 eff.) Stun/Freeze immunity: +50% Mana when firing critical spell: +1.00 Maximum life: +144.00 Maximum vim: +30.00 Spell crit. chance: +4% Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +9 Defense: +15 (+3 eff.) Changes stats: +8 Mag Changes resistances: +6% mind Changes resistances cap: +5% all Changes damage: +7% darkness / +4% temporal / +6% light / +16% physical Physical save: +33 (+6 eff.) Spell save: +11 (+3 eff.) Knockback immunity: +10% Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Combat speed: +10% Healing mod.: +10% Amulets can have magical properties. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 5 temporal, 3 physical, 5 fire, 3 arcane, 5 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 360 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 65% Damage when hit (Melee): 10 light Changes stats: +4 Con Changes resistances: +6% light Changes damage: +8% blight / +9% fire Critical mult.: +15.00% Physical save: +27 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +17 (+5 eff.) Life regen: +4.00 Maximum life: +39.00 Spellpower: +8 (+3 eff.) Light radius: +3 Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes resistances: +14% blight Changes damage: +14% blight Maximum encumbrance: +28 Spell save: +12 (+3 eff.) Life regen: +10.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +67.00 Spellpower: +10 (+3 eff.) Healing mod.: +14% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 8 fire Changes stats: +2 Cun / +6 Con Changes resistances: +24% blight / +36% fire / +11% nature / +6% temporal Changes damage: +18% fire Critical mult.: +10.00% Maximum encumbrance: +39 Spell save: +20 (+5 eff.) Mental save: +9 (+3 eff.) Poison immunity: +29% Disease immunity: +29% Maximum stamina: +39.00 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +10 Dex / +8 Mag / +18 Cun / +6 Con Changes resistances: +15% fire Changes damage: +3% darkness / +35% cold Physical save: +17 (+3 eff.) Spell save: +35 (+9 eff.) Mental save: +17 (+5 eff.) Maximum stamina: +39.00 Spellpower: +9 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Damage when hit (Melee): 8 mind Changes stats: +15 Cun / +15 Dex Changes resistances: +30% lightning / +6% mind Changes resistances penetration: +10% temporal Changes damage: +15% lightning / +3% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +6 Wil Changes resistances: +10% acid / +26% light / +18% fire / +17% lightning / +21% cold Changes damage: +12% blight / +13% light / +3% arcane Vim when firing critical spell: +2.00 Spellpower: +13 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +7 Cun / +7 Dex Life regen: +12.00 Maximum life: +75.00 Healing mod.: +16% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +8 Wil / +7 Cun / +6 Con Changes resistances: +20% blight / +9% temporal / +9% nature Changes damage: +20% blight / +12% lightning Physical save: +17 (+3 eff.) Spell save: +38 (+10 eff.) Mental save: +18 (+5 eff.) Knockback immunity: +20% Maximum stamina: +40.00 Mindpower: +15 (+4 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +18 Wil / +16 Cun Critical mult.: +20.00% Spell save: +12 (+3 eff.) Mental save: +20 (+5 eff.) Silence immunity: +44% Mana each turn: +0.40 Maximum mana: +20.00 Spellpower: +30 (+10 eff.) Spell crit. chance: +4% Mindpower: +9 (+2 eff.) Rings can have magical properties. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 arcane Damage (radius 2) on crit: +45 lightning / +35 cold When wielded/worn: Accuracy: +36 (+7 eff.) Armour penetration: +25 Changes resistances penetration: +13% lightning / +19% cold / +24% all Critical mult.: +15.00% Spell save: +6 (+2 eff.) Mana when firing critical spell: +1.00 Movement speed: +41% Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) 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 (+15 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 Activation costs 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." |
![]() Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
![]() Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +9 acid blind / +15 draining blight / +17 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +5% arcane / +15% cold Changes resistances penetration: +10% acid / +10% cold / +25% arcane Changes damage: +19% mind / +15% blight Life regen: +1.70 Mindpower: +10 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +12 darkness Attacks use: 2.0 Steam When wielded/worn: Armour: +6 Damage when hit (Melee): 8 mind / 10 darkness Changes resistances: +15% acid / +6% darkness / +21% lightning / +31% cold / +15% fire / +8% all Changes damage: +9% mind / +15% light Spell save: +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - 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 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +35 nature Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +20 arcane Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+2 eff.) Changes resistances: +7% all Changes resistances penetration: +18% physical / +26% nature / +10% arcane Changes damage: +3% nature / +18% physical Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 111% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). On weapon hit: * 20% chance to reduce all saves and defense by 37 Travel speed: +800% Damage (radius 1) on hit: +8 nature / +4 mind Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 24 manaburn arcane Damage when hit (Melee): 4 cold Changes stats: +5 Wil Changes resistances penetration: +20% cold / +18% physical Changes damage: +15% physical Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 125% Firing range: +7 Travel speed: +300% Damage conversion: 80% fire burn Attacks use: 2.0 Steam It can be used to activate talent Flare (costing 20 power out of 20/20) : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 6 turns. Enemies within the illuminated area lose 41 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
![]() Requires: - Strength 25 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 9.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Dam. multiplier: 125% Firing range: +6 Travel speed: +600% Attacks use: 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 111% Firing range: +10 Travel speed: +800% Damage (Ranged): +15 acid Damage (radius 1) on hit: +16 blight Attacks use: 2.0 Steam When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 2 blight Changes stats: +4 Str Changes resistances: +9% fire Changes resistances penetration: +25% fire Changes damage: +19% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+3 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Damage when hit (Melee): 8 light Changes stats: +6 Cun / +4 Wil Changes resistances: +3% light Changes resistances penetration: +10% blight Damage against: +28% Summoned Reduced damage from: +34% Summoned Maximum encumbrance: +53 Physical save: +20 (+4 eff.) A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 darkness Changes stats: +3 Cun / +3 Wil Changes resistances: +0% lightning / +0% cold / +9% darkness / +0% nature Changes resistances penetration: +10% cold / +10% darkness / +20% fire Stun/Freeze immunity: +0% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +0% lightning / +25% cold / -15% fire / +8% all Changes damage: +25% cold Stun/Freeze immunity: +0% It can be used to release a radius 4 chilling blast, instantly dealing 328.02 cold damage and condensing the air into freezing vapors that deal 109.34 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 fire Changes resistances: +3% fire Changes resistances penetration: +30% arcane / +20% cold Changes damage: +28% arcane / +18% fire Critical mult.: +60.00% Spell save: +11 (+3 eff.) Mental save: +15 (+4 eff.) Maximum mana: +112.00 Spellpower: +17 (+6 eff.) Spell crit. chance: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 Armour Hardiness: +0% Fatigue: +0% Damage when hit (Melee): 0 physical Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +6% acid / +6% fire / +22% mind / +13% all Changes resistances penetration: +25% fire Changes damage: +22% mind / +9% acid Critical mult.: +15.00% Maximum hate: +4.00 Maximum psi: +30.00 Mindpower: +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +1 Defense: +5 (+1 eff.) Changes stats: +4 Str / +3 Dex / +5 Mag / +5 Wil / +0 Cun / +0 Con Changes resistances: +37% nature / +15% all Changes resistances penetration: +12% darkness / +20% physical Changes damage: +30% temporal / +27% darkness / +19% physical / +25% nature / +18% arcane Critical mult.: +15.00% Maximum mana: +57.00 Maximum hate: +7.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+12 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Changes stats: +4 Str / +2 Dex / +13 Mag / +6 Wil / +0 Cun / +0 Con Changes resistances: +18% blight / +15% all Changes resistances penetration: +30% temporal / +11% physical Changes damage: +30% temporal / +27% physical Silence immunity: +44% Life regen: +2.60 Spellpower on spell critical (stacks up to 3 times): +7 Maximum life: +86.00 Spellpower: +17 (+6 eff.) Healing mod.: +26% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Damage when hit (Melee): 6 blight Changes stats: +0 Str / +0 Dex / +10 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +12% darkness / +12% blight / +13% light / +24% mind / +15% all Changes resistances penetration: +12% physical / +18% darkness / +15% blight / +5% mind / +10% arcane Changes damage: +24% mind / +30% physical / +15% darkness / +23% light Maximum life: +62.00 Maximum hate: +11.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +7 Fatigue: +5% Changes stats: +6 Str / +4 Con Changes resistances: +6% acid / +3% lightning / +9% blight Changes damage: +6% mind / +3% cold Physical save: +19 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +17 (+5 eff.) Disarm immunity: +45% Maximum life: +50.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 162% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 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 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery 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. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Silence immunity: +0% A Helmet. But with steam power! |
![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 30 power out of 30/30. How do these even work? |
![]() Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +288 On weapon hit: * Deal physical damage equal to your armor (77) When wielded/worn: Physical crit. chance: +4.0% Armour: +42 Fatigue: +8% Damage (Melee): 24 cold Damage when hit (Melee): 11 ice Changes stats: +6 Con Talent granted: +1 Block Physical save: +8 (+1 eff.) Only die when reaching: -60.00 life Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 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. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Str Changes resistances: +11% nature / +12% light Changes resistances penetration: +5% light Changes damage: +6% nature Reduces incoming crit damage: 5.00% Maximum life: +23.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Str Changes damage: +8% fire / +7% mind / +3% arcane Critical mult.: +16.00% Mental save: +25 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered 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 Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Effects on melee hit: * 20% chance to reduce armor by 34% Changes resistances: +12% light / +3% acid Changes resistances penetration: +10% all Mental save: +25 (+6 eff.) Light radius: +7 See stealth: +34 See invisible: +38 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +12 Wil Changes resistances: +6% acid Changes resistances penetration: +15% all Changes damage: +18% acid / +10% mind / +12% light Critical mult.: +16.00% Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered 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 Casts lasers on spellcast when worn or imbued. 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 Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() 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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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 Activation costs 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. |
amazing frost salve [power 54] amazing frost salve [power 54]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 221% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (54% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 558] powerful healing salve [power 558]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 221% efficiency and 57% cooldown modifier. It can be used to heal 558 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered 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) Activation costs 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. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 52.0 - 62.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 247 physical damage On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +14 lightning / +11 physical Damage (radius 2) on crit: +11 lightning When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 64.5 - 77.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +17.0% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 221 physical damage On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +15% nature / +15% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+3 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused 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 (+2 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 Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun / +4 Con Changes resistances penetration: +25% fire Changes damage: +15% fire It can be used to create a shield absorbing up to 372 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 20% for 2 turns. * Reduce 1 talent cooldowns by 2. * Increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() Infused 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
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
By Zilweth the Thalore Annihilator level 50
28th Haze 124th year of Ascendancy at 15:31 see stats
By Zilweth the Thalore Annihilator level 36
13rd Dusk 123rd year of Ascendancy at 02:23 see stats
By Zilweth the Thalore Annihilator level 50
15th Regrowth 124th year of Ascendancy at 02:48 see stats
By Zilweth the Thalore Annihilator level 35
10th Dusk 123rd year of Ascendancy at 16:51 see stats
By Zilweth the Thalore Annihilator level 40
12nd Haze 123rd year of Ascendancy at 03:35 see stats
By Zilweth the Thalore Annihilator level 49
8th Regrowth 124th year of Ascendancy at 18:59 see stats
By Zilweth the Thalore Annihilator level 50
60th Regrowth 124th year of Ascendancy at 06:19 see stats
By Zilweth the Thalore Annihilator level 50
61st Regrowth 124th year of Ascendancy at 21:27 see stats
By Zilweth the Thalore Annihilator level 39
9th Haze 123rd year of Ascendancy at 06:37 see stats
By Zilweth the Thalore Annihilator level 50
44th Dusk 124th year of Ascendancy at 11:12 see stats
By Zilweth the Thalore Annihilator level 16
20th Dusk 122nd year of Ascendancy at 16:46 see stats
By Zilweth the Thalore Annihilator level 43
62nd Haze 123rd year of Ascendancy at 12:08 see stats
By Zilweth the Thalore Annihilator level 38
5th Haze 123rd year of Ascendancy at 08:32 see stats
By Zilweth the Thalore Annihilator level 50
29th Haze 124th year of Ascendancy at 18:49 see stats
By Zilweth the Thalore Annihilator level 50
74th Regrowth 124th year of Ascendancy at 02:33 see stats
By Zilweth the Thalore Annihilator level 37
3rd Haze 123rd year of Ascendancy at 10:27 see stats
By Zilweth the Thalore Annihilator level 17
41st Dusk 122nd year of Ascendancy at 09:41 see stats
By Zilweth the Thalore Annihilator level 50
52nd Dusk 124th year of Ascendancy at 10:17 see stats
By Zilweth the Thalore Annihilator level 18
52nd Dusk 122nd year of Ascendancy at 10:50 see stats
By Zilweth the Thalore Annihilator level 50
3rd Summertide 124th year of Ascendancy at 10:37 see stats
By Zilweth the Thalore Annihilator level 27
68th Regrowth 123rd year of Ascendancy at 19:19 see stats
By Zilweth the Thalore Annihilator level 50
33rd Dusk 124th year of Ascendancy at 07:07 see stats
By Zilweth the Thalore Annihilator level 44
62nd Haze 123rd year of Ascendancy at 14:54 see stats
By Zilweth the Thalore Annihilator level 50
40th Pyre 124th year of Ascendancy at 03:13 see stats
By Zilweth the Thalore Annihilator level 36
1st Time of Equilibrium 123rd year of Ascendancy at 08:25 see stats
By Zilweth the Thalore Annihilator level 20
56th Dusk 122nd year of Ascendancy at 07:16 see stats
By Zilweth the Thalore Annihilator level 50
8th Regrowth 124th year of Ascendancy at 19:51 see stats
By Zilweth the Thalore Annihilator level 50
75th Regrowth 124th year of Ascendancy at 09:30 see stats
By Zilweth the Thalore Annihilator level 46
77th Haze 123rd year of Ascendancy at 18:57 see stats
By Zilweth the Thalore Annihilator level 32
40th Pyre 123rd year of Ascendancy at 10:52 see stats
By Zilweth the Thalore Annihilator level 10
8th Mirth 122nd year of Ascendancy at 19:05 see stats
By Zilweth the Thalore Annihilator level 20
55th Dusk 122nd year of Ascendancy at 14:26 see stats
By Zilweth the Thalore Annihilator level 30
21st Pyre 123rd year of Ascendancy at 01:45 see stats
By Zilweth the Thalore Annihilator level 40
11st Haze 123rd year of Ascendancy at 18:52 see stats
By Zilweth the Thalore Annihilator level 50
8th Regrowth 124th year of Ascendancy at 19:36 see stats
By Zilweth the Thalore Annihilator level 36
48th Dusk 123rd year of Ascendancy at 04:08 see stats
By Zilweth the Thalore Annihilator level 36
42nd Dusk 123rd year of Ascendancy at 20:51 see stats
By Zilweth the Thalore Annihilator level 50
78th Pyre 124th year of Ascendancy at 19:03 see stats
By Zilweth the Thalore Annihilator level 50
15th Haze 124th year of Ascendancy at 00:57 see stats
By Zilweth the Thalore Annihilator level 43
51st Haze 123rd year of Ascendancy at 20:29 see stats
By Zilweth the Thalore Annihilator level 48
7th Decay 123rd year of Ascendancy at 00:23 see stats
By Zilweth the Thalore Annihilator level 20
68th Dusk 122nd year of Ascendancy at 16:36 see stats
By Zilweth the Thalore Annihilator level 26
18th Regrowth 123rd year of Ascendancy at 17:38 see stats
By Zilweth the Thalore Annihilator level 37
3rd Haze 123rd year of Ascendancy at 20:48 see stats
By Zilweth the Thalore Annihilator level 50
61st Regrowth 124th year of Ascendancy at 00:52 see stats
By Zilweth the Thalore Annihilator level 37
1st Haze 123rd year of Ascendancy at 19:16 see stats
By Zilweth the Thalore Annihilator level 38
5th Haze 123rd year of Ascendancy at 09:48 see stats
By Zilweth the Thalore Annihilator level 36
46th Dusk 123rd year of Ascendancy at 23:55 see stats
By Zilweth the Thalore Annihilator level 36
44th Dusk 123rd year of Ascendancy at 01:50 see stats
By Zilweth the Thalore Annihilator level 50
52nd Dusk 124th year of Ascendancy at 10:16 see stats
By Zilweth the Thalore Annihilator level 9
3rd Mirth 122nd year of Ascendancy at 19:19 see stats
By Zilweth the Thalore Annihilator level 42
49th Haze 123rd year of Ascendancy at 15:43 see stats
By Zilweth the Thalore Annihilator level 26
40th Regrowth 123rd year of Ascendancy at 07:38 see stats
By Zilweth the Thalore Annihilator level 50
52nd Dusk 124th year of Ascendancy at 10:17 see stats
By Zilweth the Thalore Annihilator level 50
77th Pyre 124th year of Ascendancy at 08:43 see stats
By Zilweth the Thalore Annihilator level 9
5th Mirth 122nd year of Ascendancy at 19:07 see stats
By Zilweth the Thalore Annihilator level 50
38th Regrowth 124th year of Ascendancy at 13:56 see stats
By Zilweth the Thalore Annihilator level 26
40th Regrowth 123rd year of Ascendancy at 00:18 see stats
By Zilweth the Thalore Annihilator level 28
15th Pyre 123rd year of Ascendancy at 16:45 see stats
By Zilweth the Thalore Annihilator level 18
49th Dusk 122nd year of Ascendancy at 11:24 see stats
By Zilweth the Thalore Annihilator level 35
9th Dusk 123rd year of Ascendancy at 15:03 see stats
By Zilweth the Thalore Annihilator level 50
60th Regrowth 124th year of Ascendancy at 10:30 see stats
Log
You gain 0.33 gold from the melting of heroism infusion (die at -467; dur 8; cd 29).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 0.06 gold from the melting of healing infusion of the sneak (heal 439; cd 14).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 0.03 gold from the melting of healing infusion (heal 91; cd 13).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 0.03 gold from the melting of healing infusion (heal 78; cd 13).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 0.03 gold from the melting of healing infusion (heal 76; cd 13).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 0.03 gold from the melting of healing infusion (heal 85; cd 14).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 0.03 gold from the melting of healing infusion (heal 75; cd 12).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 0.03 gold from the melting of healing infusion (heal 91; cd 15).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 0.03 gold from the melting of healing infusion (heal 73; cd 14).
You gain 0.14 gold from the melting of steam generator implant (steam 10).
You gain 0.14 gold from the melting of steam generator implant (steam 9).
You gain 0.16 gold from the melting of steam generator implant (steam 12).
You gain 0.17 gold from the melting of medical injector implant (efficiency 116% / cooldown 67%).
You gain 0.19 gold from the melting of medical injector implant (efficiency 137% / cooldown 71%).
You gain 0.16 gold from the melting of medical injector implant (efficiency 112% / cooldown 83%).
You gain 0.17 gold from the melting of medical injector implant (efficiency 118% / cooldown 80%).
There is a next level here (press '' or right click to use).
You feel very confident walking into this place.
Mecharachnid (servant of Zilweth) deactivates Mecharachnid Link.
Zilweth deactivates Exoskeleton.
Zilweth deactivates Rocket Pod.