
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 50 / 4895% |
| Size | small |
| Lifes / Deaths | Killed by Rose Garden at level 50 on the 28th Dusk 124th year of Ascendancy at 21:54 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 45 (base 34) |
| Constitution | 71 (base 65) |
| Magic | 22 (base 9) |
| Willpower | 145 (base 61) |
| Cunning | 140 (base 62) |
Resources
| Life | 1112/1102 |
| Steam | 50/100 |
| Equilibrium | 62 |
| Psi | 763/801 |
| Healing Factor | 1.381801953332 |
| Regeneration | 47.493766107837 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +156.21248138644% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 6 |
| See Stealth | 94.954718728554 |
| See Invisible | 90.954718728554 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 64 |
| Crit Chance | 60% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 96 |
| Accuracy | 64 |
| Crit Chance | 60% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 104 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +27% |
| Nature | +45% |
| Acid | +22% |
| Arcane | +16% |
| Mind | +169% |
| All | +4% |
Offense: Damage Penetration
| Darkness | +35% |
| Nature | +45% |
| Acid | +30% |
| Mind | +105% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 20 (48.304188961773%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 97 |
| Spell Save | 97 |
| Mental Save | 97 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 48%( 70%) |
| All | + 30%( 70%) |
| Physical | + 37%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 41%( 70%) |
| Mind | + 66%( 70%) |
| Darkness | + 48%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 67%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 98% |
| Poison Resistance | 70% |
| Blind Resistance | 43% |
| Silence Resistance | 43% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1011% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 356 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 709 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Solipsism | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by Betebeth the hornet swarm. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you gained knowledge of tinker technology. | 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 temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Willpower 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 been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * 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 Shardskin. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1132. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
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 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. | 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 your homeland 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 | Drenarindil (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 mind Changes resistances: +18% acid / +10% fire / +10% cold Changes resistances penetration: +25% mind Changes damage: +12% acid / +24% mind Physical save: +15 (+0 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Pouch of the Subconscious (20/20, 147% power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | EmuminaInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Damage when hit (Melee): 2 arcane Changes stats: +4 Mag / +9 Wil Critical mult.: +20.00% Mental save: +10 (+2 eff.) Blindness immunity: +43% Confusion immunity: +26% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +10% Light radius: +10 See stealth: +24 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 6.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 9 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 | Woestun the elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +31 Cun / +12 Wil Changes resistances: +16% mind Changes damage: +20% mind / +6% darkness Physical save: +13 (+0 eff.) Mental save: +79 (+13 eff.) Hate when firing a critical mind attack: +5.22 Maximum hate: +4.00 Maximum psi: +40.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +11% It can be used to activate talent Hateful Whisper, placing all other charms into a 11 cooldown : Effective talent level: 5.4 Power cost: 11 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 1095 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.3 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (6 def, 8 armour) =121234=Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Talent granted: +5 Iron Grip Spell save: +15 (+0 eff.) Disarm immunity: +100% Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 236.64 arcane damage and stunned) Activation costs 73 power out of 18/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | dragonbone totem of healing 'Velabeth' [power 524] (2/11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical power: +30 (+8 eff.) Armour: +8 Changes stats: +7 Str Changes damage: +21% mind Critical mult.: +20.00% Stamina each turn: +3.00 It can be used to heal yourself and all friendly characters within 10 spaces for 524 Activation puts all charms on cooldown for 11 turns. When used: * Reduce fatigue by 48% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Isoth' =21mind=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 81% * 20% chance to reduce armor by 15% Changes resistances: +38% nature / +6% mind Changes resistances penetration: +10% acid Changes damage: +6% acid / +16% nature / +21% mind Rings make your fingers look great! |
| On fingers | voratun ring 'Ememinor'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +15% lightning / +18% light / +5% arcane Physical save: +12 (+0 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +37% Confusion immunity: +44% Pinning immunity: +50% Stun/Freeze immunity: +60% Knockback immunity: +37% Maximum life: +49.00 Rings make your fingers look great! |
| Around neck | Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+6 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | Nexus of the Way (124% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 118 damage When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Talent mastery: +0.20 Race / Yeek Critical mult.: +15.00% Mental save: +15 (+3 eff.) Confusion immunity: +30% Mindpower: +23 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 44 power out of 25/60) : Effective talent level: 3.0 Power cost: 44 out of 25/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 115 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
| Around waist | Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -20% 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 Maximum encumbrance: +50 Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +15 (+3 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. |
| In off hand | Eledatira (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 51 * flashes light on your target dealing 115 damage Damage (radius 2) on crit: +12 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Changes resistances: +9% mind Changes resistances penetration: +20% mind / +15% darkness Changes damage: +34% mind / +17% darkness / +12% arcane Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Psi when hit: +2.40 Psi when firing a critical mind attack: +4.00 Maximum hate: +8.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Damage Resonance (when hit): +23% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Guise of the Hated (14 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+5 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +30% lightning / +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Stun/Freeze immunity: +50% Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Wil / +10 Cun Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
Primal Infusion (affinity 25%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 352; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 352 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 345; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 345 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 871%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 871% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 1058%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1058% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 865%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 865% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 756%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 756% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 580; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 580 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 632; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 632 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 605; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 605 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 554; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 554 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 24%; magical, mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 49%; mental, physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 49% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
4 schematic: Acid GrooveRequires: - 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. |
2 schematic: Air RecyclerRequires: - 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. |
2 schematic: Alchemist's HelperRequires: - 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. |
2 schematic: Antimagic ShellRequires: - 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. |
3 schematic: Armour ReinforcementRequires: - 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. |
4 schematic: Back SupportRequires: - 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. |
2 schematic: Black Light EmitterRequires: - 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. |
schematic: Botanical ShellRequires: - 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. |
schematic: Corrosive ShellRequires: - 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. |
4 schematic: Crystal EdgeRequires: - 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. |
schematic: Crystal PlatingRequires: - 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. |
schematic: Deflection FieldRequires: - 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. |
4 schematic: Explosive ShellRequires: - 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. |
3 schematic: Fatal AttractorRequires: - 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. |
9 schematic: Fiery SalveRequires: - 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. |
3 schematic: Flare ShellRequires: - 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. |
4 schematic: Flash PowderRequires: - 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. |
2 schematic: Frost SalveRequires: - 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. |
4 schematic: Fungal WebRequires: - 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. |
schematic: Grounding StrapRequires: - 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. |
2 schematic: Hand CannonRequires: - 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. |
6 schematic: HeadlampRequires: - 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. |
2 schematic: Healing SalveRequires: - 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. |
schematic: Hook ShellRequires: - 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. |
3 schematic: Iron GripRequires: - 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. |
schematic: Itching PowderRequires: - 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. |
schematic: Kinetic StabiliserRequires: - 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. |
schematic: Lightning CoilRequires: - 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. |
2 schematic: Magnetic ShellRequires: - 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. |
6 schematic: Mental StimulatorRequires: - 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. |
schematic: Moss TreadRequires: - 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. |
3 schematic: Pain Suppressor SalveRequires: - 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. |
3 schematic: Poison GrooveRequires: - 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. |
schematic: Razor EdgeRequires: - 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. |
4 schematic: Rocket BootsRequires: - 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. |
2 schematic: Saw ProjectorRequires: - 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. |
5 schematic: Saw ShellRequires: - 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. |
2 schematic: Second SkinRequires: - 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. |
schematic: Silver FiligreeRequires: - 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. |
2 schematic: Solid ShellRequires: - 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. |
3 schematic: Spike AttachmentRequires: - 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. |
schematic: Spring GrappleRequires: - 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. |
5 schematic: SteamgunRequires: - 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. |
8 schematic: SteamsawRequires: - 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. |
schematic: Thunder GrenadeRequires: - 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. |
2 schematic: Thunderclap CoatingRequires: - 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. |
4 schematic: Unstoppable Force SalveRequires: - 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. |
4 schematic: Viral InjectorRequires: - 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. |
schematic: Viral NeedlegunRequires: - 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. |
2 schematic: Voltaic ShellRequires: - 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. |
schematic: Water SalveRequires: - 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. |
schematic: Waterproof CoatingRequires: - 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. |
2 schematic: Winterchill EdgeRequires: - 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 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! |
Belygorand the BoltjeerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+4 eff.) Damage when hit (Melee): 11 lightning Changes stats: +5 Dex / +3 Mag / +5 Wil / +5 Cun Changes resistances cap: +6% all Changes damage: +9% cold Physical save: +23 (+0 eff.) Light radius: +2 Infravision radius: +3 See invisible: +15 Amulets make your neck look great! |
Berurab the ChargereignInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Defense: +10 (+4 eff.) Changes stats: +3 Dex Changes resistances: +12% lightning Amulets make your neck look great! |
BregymnirCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Fatigue: -10% Changes stats: +4 Mag / +1 Wil Changes damage: +6% blight / +9% physical Talent masteries: +0.31 Wild-gift / Fungus +0.31 Technique / Combat training Critical mult.: +10.00% Spell save: +12 (+0 eff.) Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+1 eff.) Combat speed: +10% Damage Shield penetration: +32% Amulets make your neck look great! |
Chillvenom the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 15% Damage when hit (Melee): 2 cold Changes stats: +3 Str / +1 Wil / +2 Cun Changes resistances: +3% acid / +6% physical Stamina each turn: +0.40 See invisible: +3 Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Glarebait the gold amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% blight / +16% nature / +9% light Changes resistances penetration: +10% nature / +10% light Physical save: +18 (+0 eff.) Poison immunity: +28% Disease immunity: +27% Light radius: +3 Amulets make your neck look great! |
LeligenInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Con Changes resistances: +15% nature / +6% arcane Changes resistances penetration: +29% blight Changes damage: +18% arcane / +12% blight Physical save: +16 (+0 eff.) Life regen: +11.00 Maximum life: +77.00 Maximum vim: +57.66 Spellpower: +35 (+8 eff.) Amulets make your neck look great! |
Lelofang the RainwillCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +15% cold Changes damage: +21% cold Talent mastery: +0.33 Wild-gift / Fungus Maximum hate: +10.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
Runerelin the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +16 Changes stats: +7 Cun / +1 Mag Changes resistances: +10% physical Changes resistances penetration: +25% arcane Changes damage: +6% mind / +6% blight Critical mult.: +15.00% Spell save: +6 (+0 eff.) Stamina each turn: +0.90 Amulets make your neck look great! |
SilekiraPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Dex Changes resistances: +12% temporal Changes resistances cap: +7% all Changes resistances penetration: +10% temporal Changes damage: +15% blight / +15% fire Critical mult.: +19.00% Physical save: +19 (+0 eff.) Equilibrium when hit: +0.08 Spellpower: +15 (+4 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Amulets make your neck look great! |
copper amulet 'Cleansegore'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil / +3 Con Changes resistances: +3% mind Changes resistances penetration: +10% nature See invisible: +12 Amulets make your neck look great! |
gold amulet 'Airnail' =20pen -80=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +20 (+5 eff.) Changes stats: +6 Dex Changes resistances: +6% lightning / +3% physical Changes resistances penetration: +20% mind Blindness immunity: +19% Stamina each turn: +3.00 Only die when reaching: -80.00 life Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
serendipitous voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+8 eff.) Defense: +15 (+5 eff.) Changes stats: +11 Lck Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! |
steel amulet 'Airdream'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +7 Cun / +6 Wil Changes resistances: +12% temporal Maximum psi: +20.00 Mental crit. chance: +6% Amulets make your neck look great! |
stralite amulet 'Balydebers'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +8 Dex / +2 Wil / +2 Cun Changes resistances: +12% mind / +17% temporal Physical save: +12 (+0 eff.) Stun/Freeze immunity: +23% Psi when hit: +0.12 Maximum life: +60.00 Amulets make your neck look great! |
stralite amulet 'Zerethad'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +11 Mag / +5 Wil / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +10% mind Mental save: +9 (+2 eff.) Confusion immunity: +22% Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +26 (+4 eff.) Amulets make your neck look great! |
wanderer's steel amulet =4con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 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. |
Balular the ShivermasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% light / +15% darkness Changes damage: +9% cold Mental save: +18 (+3 eff.) Stun/Freeze immunity: +37% Life regen: +6.00 Psi when hit: +0.28 Rings make your fingers look great! |
Bokegodan the SwampsteelInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +19% nature / +13% blight Changes resistances penetration: +15% temporal Changes damage: +6% nature Poison immunity: +38% Disease immunity: +30% Life regen: +9.00 Maximum life: +54.00 Healing mod.: +14% Rings make your fingers look great! |
DroledrakhadCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+13 eff.) Physical crit. chance: +1.0% Physical power: +40 (+10 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 51 Damage (Melee): 30 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 51 Damage (Ranged): 34 physical Changes stats: +10 Cun / +8 Wil Changes damage: +7% all Mental save: +16 (+3 eff.) Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum hate: +13.00 Spellpower: +17 (+4 eff.) Mindpower: +17 (+2 eff.) Infravision radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Emorita =28stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to reduce armor by 15% Changes stats: +6 Wil Changes resistances: +15% mind Changes damage: +6% acid Confusion immunity: +10% Stun/Freeze immunity: +28% Teleport immunity: +10% Life regen: +4.00 Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+0 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
LustrequenchCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +25% light Changes damage: +21% light / +9% mind Mental save: +15 (+3 eff.) Disarm immunity: +44% Pinning immunity: +40% Knockback immunity: +44% Hate when firing a critical mind attack: +4.00 Maximum life: +44.00 Mindpower: +30 (+5 eff.) Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 22 power out of 30/30) : Effective talent level: 4.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Shockworm =38stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes resistances: +12% lightning / +30% fire / +15% darkness Changes resistances penetration: +15% lightning Changes damage: +12% darkness Stun/Freeze immunity: +38% Life regen: +6.00 Rings make your fingers look great! |
Tundrakin the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +4 Str / +8 Dex / +10 Mag / +4 Con Changes resistances penetration: +15% cold Changes damage: +15% mind Spell save: +20 (+0 eff.) Maximum hate: +10.54 Light radius: +3 See invisible: +12 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.68 cold and 24.68 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 44 power out of 60/60. This azure ring seems to be always moist to the touch. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% nature / +6% blight Poison immunity: +12% Disease immunity: +13% Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Changes stats: +3 Cun Changes resistances: +24% nature / +12% darkness Changes damage: +12% nature Light radius: +4 Infravision radius: +4 Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 4.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
copper ring 'Satyrwitch' =46stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +25 (+9 eff.) Effects on melee hit: * 20% chance to slow global speed by 81% Changes resistances: +9% light / +15% acid Changes resistances penetration: +25% nature Stun/Freeze immunity: +46% Life regen: +3.00 Only die when reaching: -40.00 life Rings make your fingers look great! |
gladiator's gold ring of perseverance =25stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Con Stun/Freeze immunity: +25% Life regen: +4.00 Rings make your fingers look great! |
gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +9 Defense: +12 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+4 eff.) Changes damage: +6% all Spellpower: +7 (+2 eff.) Mindpower: +13 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of perseverance =23stun=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
psionicist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Mental save: +16 (+3 eff.) Life regen: +8.00 Maximum life: +72.00 Healing mod.: +17% Rings make your fingers look great! |
savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+0 eff.) Maximum stamina: +16.00 Rings make your fingers look great! |
savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+0 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
steel ring 'Prismbreaker'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Cun Changes resistances: +15% light Changes resistances penetration: +15% light Changes damage: +6% light / +12% mind Light radius: +3 Rings make your fingers look great! |
stralite ring 'Xubeth'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+6 eff.) Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage when hit (Melee): 2 blight Changes stats: +6 Str / +7 Dex / +8 Cun / +5 Con Changes resistances: +6% blight Changes resistances penetration: +10% blight Changes damage: +3% arcane Life regen: +11.00 Maximum life: +69.00 Healing mod.: +16% Rings make your fingers look great! |
voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 51 Damage (Melee): 28 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 51 Damage (Ranged): 31 physical Changes stats: +4 Cun Stun/Freeze immunity: +60% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
voratun ring 'Glorynn'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Dex / +3 Mag / +9 Wil / +7 Cun / +5 Con Reduces incoming crit damage: 10.00% Life regen: +17.00 Maximum life: +100.00 Mindpower: +14 (+2 eff.) Healing mod.: +20% Rings make your fingers look great! |
voratun ring 'Murkterror'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +9 Effects on melee hit: * 20% chance to slow global speed by 81% Changes stats: +3 Str / +2 Con Changes resistances: +40% fire Changes damage: +20% fire / +12% nature / +21% physical Stamina each turn: +3.00 Rings make your fingers look great! |
wizard's voratun ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag Spell save: +16 (+0 eff.) Blindness immunity: +38% Infravision radius: +4 See stealth: +12 See invisible: +25 Rings make your fingers look great! |
Amethyst of Sanctuary (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+4 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Emegatira the PhlegmstrikerInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Changes stats: +7 Str / +7 Dex / +12 Wil / +5 Cun Changes resistances: +9% nature / +15% temporal Critical mult.: +12.00% Physical save: +18 (+0 eff.) Spell save: +19 (+0 eff.) Mental save: +28 (+5 eff.) Maximum life: +108.00 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A belt that goes around your waist. |
Erelokor the Blindsting =11crit=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 20% chance to slow global speed by 81% * 20% chance to reduce damage dealt by 40% Changes stats: +12 Cun / +8 Dex Changes damage: +6% darkness Reduces incoming crit damage: 10.00% Mental crit. chance: +11% Infravision radius: +3 A belt that goes around your waist. |
drakeskin leather belt 'Cloudbraid'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 6 * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning Changes stats: +4 Wil Changes resistances: +10% acid / +9% fire / +10% lightning / +10% cold Changes resistances penetration: +5% blight / +5% lightning Changes damage: +27% lightning Critical mult.: +15.00% Mental save: +13 (+2 eff.) Maximum life: +73.00 A belt that goes around your waist. |
rough leather belt 'Nerudalaith'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +5% mind Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +34.00 Mindpower: +30 (+5 eff.) A belt that goes around your waist. |
Layoda the Moldire (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 81% * 10% chance to reduce damage dealt by 40% Changes stats: +5 Cun / +6 Wil Changes resistances: +3% cold / +3% nature Changes resistances penetration: +25% nature / +10% cold Changes damage: +15% darkness Critical mult.: +23.00% Stealth bonus: +13 Maximum life: +51.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shocknail the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 lightning Changes stats: +3 Wil Changes resistances penetration: +5% lightning Changes damage: +3% mind Equilibrium when hit: +0.12 Maximum life: +30.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galen's Flowing Robe (0 def, 0 armour) =junk=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 (+8 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! |
elven-silk robe 'Flameswift' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +7 Mag / +7 Wil / +17 Cun Changes resistances: +9% lightning / +13% cold / +12% fire / +22% mind / +15% all Changes damage: +19% lightning / +22% physical / +6% fire / +28% mind / +21% cold Critical mult.: +18.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tidetrencher the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 cold Changes stats: +6 Cun / +3 Wil Changes resistances: +16% fire / +20% cold Changes damage: +15% cold Maximum psi: +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulerab (0 def, 3 armour) =15oop=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +3 Damage when hit (Melee): 4 mind Changes stats: +9 Lck / +5 Dex Changes resistances: +9% lightning / +12% temporal / +9% mind Stealth bonus: +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
pair of dwarven-steel boots 'Emeledhevea' (0 def, 4 armour) =25pen=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Changes resistances: +5% arcane Changes resistances penetration: +25% mind / +11% physical Changes damage: +18% arcane Critical mult.: +20.00% Mental save: +6 (+1 eff.) Mental crit. chance: +7% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour) =junk=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. |
Strikehue (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 10 mind Damage when hit (Melee): 6 lightning Changes stats: +5 Wil / +3 Con Changes resistances: +9% mind / +15% lightning Changes resistances penetration: +10% physical Changes damage: +35% mind / +9% physical Stamina each turn: +3.00 Mindpower: +15 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Adann the cashmere wizard hat (2 def, 4 armour) =20stun=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes resistances: +19% acid / +12% fire Changes damage: +19% acid Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% Maximum life: +60.00 A pointy cloth hat, very wizardly... |
Darksun the elven-silk wizard hat (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 nature Changes stats: +25 Cun / +14 Wil Changes resistances: +5% arcane / +3% nature / +9% darkness Changes resistances penetration: +20% darkness Mental save: +40 (+7 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 11 cooldown : Effective talent level: 5.4 Power cost: 11 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 1095 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.3 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+16 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 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. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+4 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 22 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
linen wizard hat 'Daimyran' (1 def, 0 armour) =21mind=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Mag / +3 Wil Changes resistances: +7% lightning / +6% temporal Changes resistances penetration: +25% mind Changes damage: +21% mind A pointy cloth hat, very wizardly... |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 73 power out of 100/100. The very essence of bearness! |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1676 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. |
4 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 22 power out of 30/30) : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 21.64 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 58 power out of 150/150) : Effective talent level: 5.5 Power cost: 58 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.01 cold damage and 8.01 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Crystal FocusPowered 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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane 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. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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 Activation costs 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)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. |
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) 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. |
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. |
Petrified WoodInfused 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. |
56 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. |
12 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. |
18 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. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 417.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 19 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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) 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. |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 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! |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
Stormpanic [power 171] (2/19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +27% lightning / +15% blight Changes resistances penetration: +20% mind Changes damage: +18% lightning / +33% mind / +15% blight Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 171 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Reduce fatigue by 60% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing 'Emelamira' [power 560] (2/11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +3 Wil / +2 Con Changes resistances penetration: +10% acid It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 11 turns. When used: * Gain a 24% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 28% for 2 turns. * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 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. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Rose Garden the Yeek Solipsist level 29
40th Regrowth 123rd year of Ascendancy at 06:15 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Rose Garden the Yeek Solipsist level 41
78th Pyre 123rd year of Ascendancy at 16:42 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rose Garden the Yeek Solipsist level 50
38th Pyre 124th year of Ascendancy at 09:18 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Rose Garden the Yeek Solipsist level 41
77th Pyre 123rd year of Ascendancy at 00:51 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Rose Garden the Yeek Solipsist level 26
29th Regrowth 123rd year of Ascendancy at 03:02 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Rose Garden the Yeek Solipsist level 50
13rd Pyre 124th year of Ascendancy at 10:27 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rose Garden the Yeek Solipsist level 46
29th Dusk 123rd year of Ascendancy at 03:05 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Rose Garden the Yeek Solipsist level 50
32nd Regrowth 124th year of Ascendancy at 08:45 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Rose Garden the Yeek Solipsist level 45
24th Dusk 123rd year of Ascendancy at 09:29 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Rose Garden the Yeek Solipsist level 27
35th Regrowth 123rd year of Ascendancy at 04:04 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Rose Garden the Yeek Solipsist level 50
31st Haze 123rd year of Ascendancy at 08:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rose Garden the Yeek Solipsist level 41
1st Flare 123rd year of Ascendancy at 12:48 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Rose Garden the Yeek Solipsist level 50
8th Regrowth 124th year of Ascendancy at 03:32 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Rose Garden the Yeek Solipsist level 44
8th Dusk 123rd year of Ascendancy at 03:28 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rose Garden the Yeek Solipsist level 36
67th Pyre 123rd year of Ascendancy at 18:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rose Garden the Yeek Solipsist level 23
10th Regrowth 123rd year of Ascendancy at 01:40 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rose Garden the Yeek Solipsist level 33
68th Regrowth 123rd year of Ascendancy at 09:56 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Rose Garden the Yeek Solipsist level 50
68th Haze 123rd year of Ascendancy at 21:54 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Rose Garden the Yeek Solipsist level 50
6th Flare 124th year of Ascendancy at 12:59 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Rose Garden the Yeek Solipsist level 50
8th Regrowth 124th year of Ascendancy at 09:14 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Rose Garden the Yeek Solipsist level 50
10th Mirth 124th year of Ascendancy at 15:18 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rose Garden the Yeek Solipsist level 34
13rd Pyre 123rd year of Ascendancy at 06:34 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Rose Garden the Yeek Solipsist level 48
29th Dusk 123rd year of Ascendancy at 14:48 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Rose Garden the Yeek Solipsist level 50
36th Pyre 124th year of Ascendancy at 00:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rose Garden the Yeek Solipsist level 10
72nd Dusk 122nd year of Ascendancy at 09:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rose Garden the Yeek Solipsist level 20
49th Haze 122nd year of Ascendancy at 15:09 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Rose Garden the Yeek Solipsist level 30
58th Regrowth 123rd year of Ascendancy at 05:22 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Rose Garden the Yeek Solipsist level 40
74th Pyre 123rd year of Ascendancy at 23:42 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Rose Garden the Yeek Solipsist level 50
60th Dusk 123rd year of Ascendancy at 16:57 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Rose Garden the Yeek Solipsist level 50
67th Pyre 124th year of Ascendancy at 13:49 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Rose Garden the Yeek Solipsist level 36
39th Pyre 123rd year of Ascendancy at 22:57 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Rose Garden the Yeek Solipsist level 50
32nd Pyre 124th year of Ascendancy at 04:36 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Rose Garden the Yeek Solipsist level 35
20th Pyre 123rd year of Ascendancy at 15:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Rose Garden the Yeek Solipsist level 20
74th Haze 122nd year of Ascendancy at 13:08 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Rose Garden the Yeek Solipsist level 44
21st Dusk 123rd year of Ascendancy at 09:28 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Rose Garden the Yeek Solipsist level 50
28th Dusk 124th year of Ascendancy at 21:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rose Garden the Yeek Solipsist level 11
74th Dusk 122nd year of Ascendancy at 07:39 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Rose Garden the Yeek Solipsist level 50
21st Pyre 124th year of Ascendancy at 22:27 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rose Garden the Yeek Solipsist level 50
77th Dusk 123rd year of Ascendancy at 13:57 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Rose Garden the Yeek Solipsist level 50
28th Dusk 124th year of Ascendancy at 21:54 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Rose Garden the Yeek Solipsist level 50
37th Pyre 124th year of Ascendancy at 06:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rose Garden the Yeek Solipsist level 11
9th Haze 122nd year of Ascendancy at 18:13 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Rose Garden the Yeek Solipsist level 49
50th Dusk 123rd year of Ascendancy at 09:19 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Rose Garden the Yeek Solipsist level 50
76th Dusk 123rd year of Ascendancy at 16:43 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rose Garden the Yeek Solipsist level 28
36th Regrowth 123rd year of Ascendancy at 21:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rose Garden the Yeek Solipsist level 19
49th Haze 122nd year of Ascendancy at 11:22 see stats
Triumph of the Way (Insane (Roguelike) difficulty)
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By Rose Garden the Yeek Solipsist level 50
28th Dusk 124th year of Ascendancy at 21:54 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Rose Garden the Yeek Solipsist level 40
76th Pyre 123rd year of Ascendancy at 09:17 see stats
Log
Argoniel is lost in a nightmare.
A shield forms around Argoniel.
Argoniel receives 67 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 95 healing from High Sun Paladin Aeryn's healing light area effect.
Rose Garden receives 50 healing (66 psi heal) from High Sun Paladin Aeryn's healing light area effect.
Argoniel stops regenerating health quickly.
The shield around Argoniel crumbles.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
High Sun Paladin Aeryn is free from the acid.
Deep Wound from Yeek mindslayer hits Argoniel for 50 physical damage.
Acid Splash from Yeek mindslayer hits Argoniel for 30 acid damage.
Waking Nightmare from Rose Garden hits Argoniel for 134 darkness damage.
Ravage from Rose Garden hits Argoniel for (67 absorbed), 10 physical (10 total damage).
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (35 absorbed), 0 acid (0 total damage).
Ravage from Rose Garden killed Argoniel!
Rose Garden is no longer resonating.
Talent Mind Sear is ready to use.
Talent Psychic Lobotomy is ready to use.
Rose Garden receives 4 healing (5 psi heal).
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Triumph of the Way (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
You feel the power of the Way within you!
Saving done.














































































































































































