





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/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:
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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 41 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 40 on the 2nd Dusk 123rd year of Ascendancy at 16:57 4 / 3Killed by Vor, Grand Geomancer of the Pride at level 41 on the 5th Dusk 123rd year of Ascendancy at 11:46 Killed by Vor, Grand Geomancer of the Pride at level 41 on the 5th Dusk 123rd year of Ascendancy at 12:51 |
Primary Stats
| Strength | 67 (base 60) |
| Dexterity | 21 (base 10) |
| Constitution | 42 (base 42) |
| Magic | 61 (base 60) |
| Willpower | 22 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 1024/1024 |
| Positive | 98/100 |
| Stamina | 238/250 |
| Steam | 100/100 |
| Healing Factor | 1.2339880031271 |
| Regeneration | 4.010461010163 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 13.843738619919 |
| See Invisible | 19.843738619919 |
Offense: Barehand
| Damage | 23 |
| Accuracy | 41 |
| Crit Chance | 17% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Acid | +6% |
| Light | +40% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Fire | +25% |
| Light | +47% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 36 |
| Mental Save | 23 |
Defense: Resistances
| Darkness | + 15%( 70%) |
| Light | + 47%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 405 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 68%. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Celestial / Sun | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Retribution |
| talent | Gravitic Effulgence |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Weapon of Wrath |
| talent | Righteous Strength |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | 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 |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 328. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Drelin (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% Effects on melee hit: * 20% chance to reduce armor by 31% * 20% chance to reduce all saves and defense by 15 Damage when hit (Melee): 6 acid / 4 mind Changes resistances penetration: +15% acid Changes damage: +6% acid / +9% mind Maximum encumbrance: +28 Physical save: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Around neck | Layowyn the CoalstakeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +11 Dex / +1 Mag / +12 Wil Changes resistances: +3% darkness Reduces incoming crit damage: 5.00% See invisible: +6 Amulets make your neck look great! |
| Around waist | hardened leather belt 'Dawnterror'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances penetration: +25% fire Changes damage: +30% light Physical save: +11 (+3 eff.) Mindpower: +6 (+3 eff.) Light radius: +3 A belt that goes around your waist. |
Inventory
medical injector implant of the titan (efficiency 153% / cooldown 65%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 65%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 29.73 physical damage and 59.47 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
ethereal rune (power 11; resist 12%; move 40%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 40% faster, and you are invisible (power 11). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - 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: 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. |
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. |
2 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. |
3 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. |
2 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. |
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. |
2 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. |
2 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. |
3 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. |
schematic: Focus LensRequires: - 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: 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. |
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. |
2 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. |
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. |
4 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. |
3 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. |
2 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. |
2 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. |
3 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. |
schematic: Mana 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: 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. |
3 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. |
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: Power DistributorRequires: - 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: 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. |
3 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. |
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. |
schematic: Shocking 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: Shocking TouchRequires: - 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. |
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. |
2 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: 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. |
2 schematic: Toxic Cannister LauncherRequires: - 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 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. |
4 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. |
schematic: Voltaic SentryRequires: - 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: 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. |
6 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. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
archmage's stralite amulet of magic (+11)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +11 Mag Changes damage: +6% acid / +5% fire / +7% cold / +5% lightning Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
stralite amulet 'Carriontrial'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 nature / 10 light Changes resistances: +21% lightning Changes resistances penetration: +15% arcane Changes damage: +6% nature / +6% arcane Stun/Freeze immunity: +40% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% Damage Shield penetration: +30% Amulets make your neck look great! |
wanderer's steel amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Mag / +4 Cun / +5 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
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 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 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. |
gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +7.00 Maximum life: +57.00 Healing mod.: +12% Rings make your fingers look great! |
gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 17 light Damage (Ranged): 19 light Changes stats: +3 Mag Changes damage: +12% light Rings make your fingers look great! |
mule's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Defense: +9 (+7 eff.) Fatigue: -6% Maximum encumbrance: +25 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
sneakthief's steel ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +11% physical Changes damage: +11% physical Rings make your fingers look great! |
wizard's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Mag Spell save: +8 (+4 eff.) Spellpower: +11 (+4 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
elemental stralite dagger of rage (29-38 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 69 lightning damage (1/turn) When wielded/worn: Accuracy: +19 (+7 eff.) Changes stats: +7 Str Changes resistances penetration: +16% lightning Changes damage: +14% lightning / +9% physical Sharp, short and deadly. |
truestriking stralite dagger of torment (32-41 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +16 (+6 eff.) Armour penetration: +11 Changes resistances penetration: +9% physical Sharp, short and deadly. |
Gloomnull (25-40 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 darkness / +8 arcane Damage against: +16% Living When wielded/worn: Accuracy: +16 (+6 eff.) Changes stats: +17 Str / +13 Dex / +10 Mag / +9 Wil / +9 Cun / +10 Con Changes resistances penetration: +15% darkness Changes damage: +13% physical Maximum mana: +60.00 Spellpower: +20 (+7 eff.) Massive two-handed swords. |
plaguebringer's voratun greatsword of evisceration (61-98 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 21 On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 blight When wielded/worn: Physical crit. chance: +16.0% Physical power: +12 (+4 eff.) Disease immunity: +35% Massive two-handed swords. |
dragonbone longbow 'Blindlore'Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +20 Str / +15 Dex / +12 Mag / +8 Wil / +6 Cun / +14 Con Changes resistances: +3% fire / +15% nature / +12% light Longbows are used to shoot arrows at your foes. |
arcing stralite waraxe of evisceration (30-43 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+4 eff.) One-handed war axes. |
Nunik the BrightsageInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +20% light Changes damage: +6% cold Life regen: +1.60 Light radius: +2 Healing mod.: +16% A belt that goes around your waist. |
cashmere cloak 'Eilinuravena' (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+8 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +6% cold Stun/Freeze immunity: +20% Teleport immunity: +10% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Radhoromirath' (11 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+8 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag / +3 Wil Changes resistances: +17% darkness / +5% arcane Changes resistances penetration: +15% temporal / +14% darkness / +25% arcane Changes damage: +14% darkness Stealth bonus: +17 Physical save: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping kruk cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) Changes stats: +2 Mag / +2 Wil Physical save: +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
Pusjam (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% Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 10 nature Changes stats: +4 Cun / +3 Con Changes damage: +15% cold Physical save: +16 (+5 eff.) Mental save: +12 (+6 eff.) Mana each turn: +0.08 Maximum mana: +40.00 Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xyta the Torchblast (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+7 eff.) Fatigue: -5% Changes resistances: +9% lightning / +2% physical / +9% fire Changes damage: +6% acid Maximum encumbrance: +26 Physical save: +9 (+3 eff.) Confusion immunity: +10% Maximum life: +20.00 A pair of boots made of leather. |
Hettuchik (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Str Changes resistances: +9% light Changes resistances penetration: +20% physical Critical mult.: +10.00% Life regen: +6.00 Stamina each turn: +0.50 Maximum stamina: +17.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
voratun gauntlets 'Pyrequick' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +12 Wil Changes resistances: +5% arcane Changes resistances penetration: +20% fire Physical save: +7 (+2 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +38% Light radius: +3 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. |
Armydar the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% lightning / +11% temporal / +9% darkness / +4% physical Changes damage: +9% arcane Critical mult.: +5.00% Only die when reaching: -40.00 life Spell crit. chance: +1% Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's drakeskin leather hat of trickery (6 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +11 Defense: +6 (+5 eff.) Fatigue: +5% Changes stats: +3 Cun / +4 Dex Changes resistances: +5% all Physical save: +11 (+3 eff.) A hat made of leather. Very stylish. |
elven-silk wizard hat of knowledge (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +5 Cun / +4 Wil Mindpower: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
troll-hide drakeskin leather armour of Toknor (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Armour: +8 Defense: +20 (+12 eff.) Fatigue: +8% Critical mult.: +12.00% Life regen: +7.90 Maximum life: +67.00 Healing mod.: +15% A suit of armour made of leather. |
Aerythra the voratun plate armour (0 def, 24 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Fatigue: +15% Changes resistances: +22% acid / +10% physical / +9% temporal / +6% blight / +7% cold / +12% lightning / +46% fire Talent cooldown: Rush (-5 turns) Physical save: +12 (+4 eff.) Disarm immunity: +38% Stun/Freeze immunity: +33% Knockback immunity: +36% A suit of armour made of metal plates. |
4 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. |
117 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. |
6 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. |
9 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. |
15 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+6 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+6 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
8 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. |
3 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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 369/400. 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. |
powerful fiery salve [power 22] powerful fiery salve [power 22]Requires: - Level 15 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 155% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
powerful frost salve [power 22] powerful frost salve [power 22]Requires: - Level 15 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 155% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
powerful healing salve [power 295] powerful healing salve [power 295]Requires: - Level 15 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 155% efficiency and 68% cooldown modifier. It can be used to heal 295 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. This item has been sent to the Item's Vault. |
powerful pain suppressor salve [power 256] powerful pain suppressor salve [power 256]Requires: - Level 15 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 155% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -256 life and reduces all damage by 16% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
powerful water salve [power 22] powerful water salve [power 22]Requires: - Level 15 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 155% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (22% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
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. |
dwarven steel crystal platingRequires: - Level 15 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
dwarven steel gripRequires: - Level 15 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
dwarven steel kinetic stabiliserRequires: - Level 15 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Physical save: +9 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edgeRequires: - Level 15 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
dwarven steel white light emitterRequires: - Level 15 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes damage: +12% light Light radius: +3 See stealth: +6 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal platingRequires: - Level 25 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
stralite gripRequires: - Level 25 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
stralite kinetic stabiliserRequires: - Level 25 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
stralite razor edgeRequires: - Level 25 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
stralite white light emitterRequires: - Level 25 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes damage: +16% light Light radius: +4 See stealth: +8 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal edgeRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Critical mult.: +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun crystal platingRequires: - Level 35 Powered 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! This item has been sent to the Item's Vault. |
voratun galvanic retributorRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage when hit (Melee): 25 lightning Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun gripRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes resistances: +30% lightning Stun/Freeze immunity: +50% Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliserRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun razor edgeRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun rocket bootsRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
10 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. |
14 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. |
4 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. |
3 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. |
14 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. |
8 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Helios the Cornac Sun Paladin level 36
72nd Pyre 123rd year of Ascendancy at 04:02 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Helios the Cornac Sun Paladin level 22
28th Haze 122nd year of Ascendancy at 21:53 see stats
Against all odds
Killed Ukruk in the ambush.By Helios the Cornac Sun Paladin level 36
70th Pyre 123rd year of Ascendancy at 13:31 see stats
Arachnophobia
Destroyed the spydric menace.By Helios the Cornac Sun Paladin level 39
2nd Flare 123rd year of Ascendancy at 16:09 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Helios the Cornac Sun Paladin level 40
2nd Dusk 123rd year of Ascendancy at 16:50 see stats
Bringer of Doom
Killed a Bringer of Doom.By Helios the Cornac Sun Paladin level 21
6th Haze 122nd year of Ascendancy at 06:44 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Helios the Cornac Sun Paladin level 12
5th Flare 122nd year of Ascendancy at 22:36 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Helios the Cornac Sun Paladin level 38
9th Mirth 123rd year of Ascendancy at 14:40 see stats
Exterminator
Killed 1000 creatures.By Helios the Cornac Sun Paladin level 18
53rd Dusk 122nd year of Ascendancy at 09:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Helios the Cornac Sun Paladin level 28
47th Regrowth 123rd year of Ascendancy at 16:01 see stats
Fear me not!
Survived the Fearscape!By Helios the Cornac Sun Paladin level 25
10th Regrowth 123rd year of Ascendancy at 21:43 see stats
Guiding Hand
Saved all escorted adventurers.By Helios the Cornac Sun Paladin level 35
69th Pyre 123rd year of Ascendancy at 02:32 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Helios the Cornac Sun Paladin level 22
28th Haze 122nd year of Ascendancy at 21:25 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Helios the Cornac Sun Paladin level 30
11st Pyre 123rd year of Ascendancy at 09:54 see stats
Level 10
Got a character to level 10.By Helios the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 07:13 see stats
Level 20
Got a character to level 20.By Helios the Cornac Sun Paladin level 20
63rd Dusk 122nd year of Ascendancy at 17:09 see stats
Level 30
Got a character to level 30.By Helios the Cornac Sun Paladin level 30
7th Pyre 123rd year of Ascendancy at 10:33 see stats
Level 40
Got a character to level 40.By Helios the Cornac Sun Paladin level 40
1st Dusk 123rd year of Ascendancy at 18:59 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Helios the Cornac Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 06:01 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Helios the Cornac Sun Paladin level 26
19th Regrowth 123rd year of Ascendancy at 07:03 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Helios the Cornac Sun Paladin level 23
33rd Haze 122nd year of Ascendancy at 22:44 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Helios the Cornac Sun Paladin level 26
17th Regrowth 123rd year of Ascendancy at 06:34 see stats
Size is everything
Did over 1500 damage in one attack.By Helios the Cornac Sun Paladin level 40
2nd Dusk 123rd year of Ascendancy at 23:16 see stats
Size matters
Did over 600 damage in one attack.By Helios the Cornac Sun Paladin level 25
12nd Regrowth 123rd year of Ascendancy at 14:55 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Helios the Cornac Sun Paladin level 38
9th Mirth 123rd year of Ascendancy at 17:58 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Helios the Cornac Sun Paladin level 22
28th Haze 122nd year of Ascendancy at 21:53 see stats
The Arena
Unlocked Arena mode.By Helios the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 20:43 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Helios the Cornac Sun Paladin level 22
28th Haze 122nd year of Ascendancy at 21:53 see stats
The secret city
Discovered the truth about mages.By Helios the Cornac Sun Paladin level 12
6th Dusk 122nd year of Ascendancy at 00:16 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Helios the Cornac Sun Paladin level 24
2nd Regrowth 123rd year of Ascendancy at 10:18 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Helios the Cornac Sun Paladin level 34
65th Pyre 123rd year of Ascendancy at 18:40 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Helios the Cornac Sun Paladin level 23
33rd Haze 122nd year of Ascendancy at 19:58 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Helios the Cornac Sun Paladin level 35
69th Pyre 123rd year of Ascendancy at 13:42 see stats
Log
You transfer Sunstone to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Glory of the Pride to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Lightbringer's Wand to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer The Cog to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Bloodcaller to the online item's vault.
Saving done.
Saving game...
Saving done.
Helios wears: Summertide Phial .
You detach stralite white light emitter from your Summertide Phial.
You transfer Summertide Phial to the online item's vault.
Saving done.
Saving game...
Saving done.
Talent Shield of Light is ready to use.




































































































































