













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Select your Escorts 1.5.10Allows 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.5.9Official 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 | Madness Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 36 / 18% |
| Size | huge |
| Lifes / Deaths | Killed by Gomina the corrupted mastocytic feeder at level 31 on the 57th Regrowth 123rd year of Ascendancy at 21:57 / 2Killed by Wook Master's Inner Demon at level 36 on the 59th Pyre 123rd year of Ascendancy at 07:37 |
Primary Stats
| Strength | 186 (base 60) |
| Dexterity | 179 (base 12) |
| Constitution | 145 (base 21) |
| Magic | 134 (base 12) |
| Willpower | 190 (base 60) |
| Cunning | 138 (base 21) |
Resources
| Steam | 100/100 |
| Mana | 828/1290 |
| Equilibrium | 27 |
| Psi | 4/1138 |
| Life | -197/886 |
| Paradox | 742 |
| Stamina | 424/665 |
| Hate | 100/100 |
| Healing Factor | 1.992857142857 |
| Regeneration | 392.14247142855 |
Speed
| Mental | +38.563068433501% |
| Attack | -30% |
| Movement | +366.67430576071% |
| Spell | -30% |
| Global | +91.920823324643% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 56.031980245139 |
| See Invisible | 56.031980245139 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 291 |
| Accuracy | 80 |
| Crit Chance | 59% |
| APR | 82 |
| Speed | 0.72 |
Offense: Offhand
| Damage | 70 |
| Accuracy | 80 |
| Crit Chance | 64% |
| APR | 87 |
| Speed | 0.72 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 45% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 45% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Acid | +7% |
| Blight | +6% |
| Arcane | +12% |
| Cold | +6% |
| All | 0% |
| Darkness | +12% |
| Temporal | +24% |
| Physical | +64% |
| Mind | +12% |
| Fire | +7% |
| Lightning | +19% |
Offense: Damage Penetration
| Nature | +16% |
| Darkness | +11% |
| Light | +16% |
| Temporal | +21% |
| Physical | +70% |
| Arcane | +36% |
| Mind | +21% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 46.08934837382 (81.030927835052%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 28 |
| Physical Save | 72.92 |
| Spell Save | 76.77 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 59%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 38%( 70%) |
| Lightning | + 48%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 76% |
| Blind Resistance | 76% |
| Silence Resistance | 47% |
| Bleed Resistance | 86% |
| Teleport Resistance | 50% |
| Disarm Resistance | 76% |
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1040 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1332 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Reality Smearing |
| talent | Augmentation |
| talent | Wild Growth |
| talent | Mitosis |
| talent | Beyond the Flesh |
| beneficial effect | All stats increased by 79. Pain Enhancement System |
| detrimental effect | Reduces global action speed by 15%. Slow |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+6% global speed). Clarity |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | A flow of life spins around the target, regenerating 196.52 life per turn. Regeneration |
| detrimental effect | The target is losing hope, all damage it does is reduced by 15%. Numbing Darkness |
| detrimental effect | Caught by a tentacle from Awoken tentacle tree that deals 226% tentacle damage and pulls you 1 space towards them each turn. Tentacle Constriction |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target is rampaging! (+367% movement speed, +59% attack speed, +43% physical damage, +22 physical save, +22 mental save, 57/57 damage shrugged off this turn) Rampaging |
| beneficial effect | Knows where you are! Hunter! |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Damage received in the past is returned as 109.68 paradox damage per turn. Reality Smearing |
| detrimental effect | The target is plagued by inner demons and each turn there's a 41% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
Quests
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by ghoul. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the injured seer from death by Vorylratha the ghast. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Voroth the forest wight. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of greater demon bile. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
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! | active |
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 |
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
| Psionic focus | 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
| On hands | dwarven-steel gauntlets 'Xenor' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Physical power: +8 (+1 eff.) Armour: +2 Changes stats: +8 Str / +7 Dex / +3 Cun Changes resistances penetration: +10% arcane Changes damage: +12% arcane / +6% blight Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | ToroldilCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances: +9% blight Changes resistances penetration: +6% all Spell save: +30 (+5 eff.) Cut immunity: +10% Disarm immunity: +15% Knockback immunity: +20% Only die when reaching: -40.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Silawen (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +17 Wil / +2 Mag Changes resistances: +12% acid / +20% blight / +14% fire / +12% cold / +9% lightning Changes resistances penetration: +20% arcane Spell save: +9 (+2 eff.) Mental save: +22 (+5 eff.) Maximum mana: +80.00 Spellpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Cloudspire the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 lightning Changes damage: +12% lightning Spell save: +3 (+1 eff.) Silence immunity: +47% Confusion immunity: +49% Stun/Freeze immunity: +55% A pair of boots made of leather. |
| Tool | voratun pickaxe 'Dimsquall' (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 light Changes stats: +6 Str / +2 Con Changes resistances: +6% darkness / +6% temporal Changes resistances penetration: +22% physical / +5% darkness / +15% temporal Changes damage: +6% temporal Physical save: +12 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +11 (+3 eff.) Maximum life: +77.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glorewyn the DeepsspikeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +20% darkness / +6% temporal Changes damage: +3% temporal Disarm immunity: +31% Pinning immunity: +28% Knockback immunity: +32% Maximum life: +32.00 Rings can have magical properties. |
| On fingers | steel ring 'Giromidor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +6 Damage when hit (Melee): 8 physical Changes stats: +3 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Maximum stamina: +10.00 Healing mod.: +35% Rings can have magical properties. |
| Around neck | Gloomvice the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict 15% damage reduction Changes stats: +4 Mag Changes resistances: +15% darkness Changes damage: +7% acid / +9% physical / +7% fire / +7% lightning / +6% cold Teleport immunity: +50% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Combat speed: +10% It can be used to teleport you randomly (rad 54), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| In main hand | voratun greatsword 'Ulfarehek' (64-102.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 temporal / +19 nature / +4 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +38 (+6 eff.) Armour penetration: +36 Damage when hit (Melee): 12 mind Changes stats: +2 Str / +2 Wil Changes resistances penetration: +32% physical Grants telepathy: Dragon Massive two-handed swords. |
| Around waist | Turelathastir the MorningspikerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +5 Str / +5 Con Changes resistances: +9% acid / +3% temporal / +22% cold / +7% lightning / +23% fire Changes resistances penetration: +10% light Changes damage: +15% temporal Physical save: +13 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Zubuvea (50-65 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 45% Wil, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +11 Physical crit. chance: +12.0% Changes resistances: +6% light / +6% fire / +5% arcane / +6% nature Changes resistances penetration: +15% mind / +10% physical Changes damage: +12% physical Sharp, short and deadly. |
| Cloak | Gora the Scumraze (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +9% nature Changes resistances penetration: +10% nature Changes damage: +12% mind Critical mult.: +20.00% Psi when hit: +0.08 Maximum psi: +40.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Islorama' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +6 Str / +9 Con Changes resistances: +7% acid / +9% physical / +10% cold / +8% fire / +5% arcane / +13% lightning Talent cooldown: Rush (-5 turns) Spell save: +6 (+2 eff.) Disarm immunity: +30% Stun/Freeze immunity: +29% Knockback immunity: +28% Maximum life: +77.00 A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 627)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 627 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.movement infusion (670% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 164 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 164 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the duelist (heal 969 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 969 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 48%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 effect and reduce all damage taken by 48% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune of the psychic (419 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 419.14 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.manasurge rune (1187% regen over 10 turns; 59 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1187% for 10 turns and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 206)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 206 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Arelle the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +12 (+2 eff.) Armour: +14 Changes stats: +7 Str Changes damage: +9% arcane Physical save: +15 (+3 eff.) Maximum life: +40.00 Maximum stamina: +15.00 Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
treant's gold ring of blinding strikesPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 17% chance to blind Damage (Ranged): 27 light Changes resistances: +7% nature / +7% blight Poison immunity: +18% Disease immunity: +14% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel greatsword 'Scorpioncut' (23.5-37.6 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +16 arcane Burst (radius 1) on hit: +12 acid When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances penetration: +10% acid Changes damage: +18% nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.runic elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +6 Mag Changes damage: +20% arcane Spellpower: +15 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Spellblade (50-70 power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stat: 101% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
This item will automatically be transmogrified when you leave the level.elm vilestaff 'Xanileth' (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +2 Wil Changes resistances penetration: +20% blight / +15% arcane Changes damage: +9% blight / +10% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.truestriking blue-steel trident (19-30.4 power, 8 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 19.0 - 30.4 Uses stat: 121% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +12% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.flaming voratun waraxe of massacre (48.5-67.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 48.5 - 67.9 Uses stat: 101% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +17 fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level.glacial voratun waraxe of paradox (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 101% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 temporal Burst (radius 2) on crit: +12 ice When wielded/worn: Armour: +11 Damage when hit (Melee): 19 temporal Changes resistances: +11% temporal Changes resistances penetration: +10% cold One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Duvarak the cashmere cloak (11 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +17 Defense: +11 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% fire / +9% mind / +16% cold Teleport immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
Flamequencher the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +4 Mag / +9 Wil / +5 Con Changes resistances: +6% light / +9% fire Changes resistances penetration: +8% physical Changes damage: +3% fire Stamina each turn: +0.90 Maximum stamina: +19.00 Mindpower: +6 (+2 eff.) It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Ichorradiance' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +5 Wil Changes resistances: +9% physical Changes damage: +6% nature / +15% physical Physical save: +7 (+2 eff.) Life regen: +0.60 Only die when reaching: -80.00 life Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Malesaradig the Hellmark (9 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +7 Str / +8 Dex Changes resistances penetration: +10% mind / +10% fire Changes damage: +6% fire Physical save: +12 (+2 eff.) Mental save: +30 (+7 eff.) Life regen: +11.50 Equilibrium when hit: +0.08 Maximum life: +62.00 Mindpower: +2 (+1 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +18% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of Eyal (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Life regen: +3.10 Maximum life: +40.00 Healing mod.: +29% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Gylessra (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +3 Wil Changes resistances: +14% blight / +5% arcane / +6% darkness / +13% nature Grants telepathy: Demon/Minor Demon/Major A suit of armour made of metal plates. |
Xiyawe the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +21% lightning / +9% nature / +12% mind Changes resistances penetration: +10% acid Spell save: +30 (+5 eff.) Disease immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel plate armour 'Bleaksmash' (10 def, 15 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Armour: +15 Defense: +10 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +2 Dex Changes resistances: +21% acid / +12% darkness Changes damage: +12% darkness Critical mult.: +15.00% A suit of armour made of metal plates. |
Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Skyspawner the voratun shield (12 def, 12 armour, 285.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Con Changes resistances: +24% cold / +11% light / +12% darkness Changes damage: +3% acid Talent granted: +5 Block Physical save: +9 (+2 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.elemental quiver of dragonbone arrows (20/20, 50.5-70.7 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.5 - 70.7 Uses stats: 51% Wil, 71% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Nerolaith the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Changes stats: +3 Con Changes resistances: +10% blight Changes resistances penetration: +11% all Changes damage: +3% blight Spell save: +9 (+2 eff.) Life regen: +2.10 Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ragehad the ash wand of conjuration [power 169] (10/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% light Disarm immunity: +20% Stun/Freeze immunity: +30% Knockback immunity: +10% Maximum stamina: +15.00 It can be used to fire a bolt of a random element with (base) damage 84 to 169, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.Veluda the dragonbone wand of trap destruction [power 101] (10/15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +9% mind / +6% blight Changes resistances penetration: +10% blight Changes damage: +6% mind / +12% blight Talent cooldown: Strike (-2 turns) Talents granted: +4 Void Blast +8 Strike It can be used to disarm traps (101 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Wook Master the Ogre Adventurer level 30
48th Regrowth 123rd year of Ascendancy at 18:00 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Wook Master the Ogre Adventurer level 11
25th Dusk 122nd year of Ascendancy at 11:20 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Wook Master the Ogre Adventurer level 35
30th Pyre 123rd year of Ascendancy at 02:57 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Wook Master the Ogre Adventurer level 23
57th Haze 122nd year of Ascendancy at 00:26 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wook Master the Ogre Adventurer level 28
3rd Decay 122nd year of Ascendancy at 13:40 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wook Master the Ogre Adventurer level 30
48th Regrowth 123rd year of Ascendancy at 17:29 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Wook Master the Ogre Adventurer level 10
14th Dusk 122nd year of Ascendancy at 13:35 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Wook Master the Ogre Adventurer level 20
31st Haze 122nd year of Ascendancy at 02:00 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Wook Master the Ogre Adventurer level 30
48th Regrowth 123rd year of Ascendancy at 17:02 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Wook Master the Ogre Adventurer level 15
49th Dusk 122nd year of Ascendancy at 23:41 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Wook Master the Ogre Adventurer level 27
62nd Haze 122nd year of Ascendancy at 08:21 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Wook Master the Ogre Adventurer level 23
56th Haze 122nd year of Ascendancy at 18:12 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Wook Master the Ogre Adventurer level 7
10th Dusk 122nd year of Ascendancy at 20:58 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Wook Master the Ogre Adventurer level 30
48th Regrowth 123rd year of Ascendancy at 18:00 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Wook Master the Ogre Adventurer level 35
1st Pyre 123rd year of Ascendancy at 04:43 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Wook Master the Ogre Adventurer level 10
16th Dusk 122nd year of Ascendancy at 13:38 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Wook Master the Ogre Adventurer level 29
1st Wintertide 123rd year of Ascendancy at 12:11 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Wook Master the Ogre Adventurer level 27
3rd Decay 122nd year of Ascendancy at 09:19 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wook Master the Ogre Adventurer level 21
32nd Haze 122nd year of Ascendancy at 23:59 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Wook Master the Ogre Adventurer level 31
57th Regrowth 123rd year of Ascendancy at 21:57 see stats
Log
Wook Master converts damage to paradox!
Wook Master converts some damage to Psi!
Wook Master hits Something for 10 lightning, 9 physical, 10 temporal, 18 fire, 9 mind, 8 light (65 total damage).
Tentacle Constriction from Awoken tentacle tree hits Wook Master for 10 to psi, (4 converted), 9 darkness (20 total damage).
Your hatred grows even as your life fades! (+60 hate)
Wook Master's mind surges with critical power!
Wook Master resists the mind attack!
Wook Master slows down.
Something performs a melee critical strike against Wook Master!
Wook Master shrugs off the critical damage!
Wook Master converts damage to paradox!
Wook Master converts some damage to Psi!
Wook Master shares damage with his oozes!
Wook Master mentally dismisses some damage!
Wook Master hits Something for 0 lightning, 0 physical, 0 temporal, 0 fire, 0 mind, 0 light, 0 lightning, 0 physical, 0 temporal, 0 fire, 0 mind, 0 light (0 total damage).
Something hits Wook Master for 368 to psi, (140 converted), 328 physical, (3 dismissed), 0 to psi, (0 converted), 0 temporal, (2 dismissed), 1 to psi, (0 converted), 0 nature, (0 dismissed), 0 to psi, (0 converted), 0 mind, 30 to psi, (12 converted), 27 physical (755 total damage).
Something performs a melee critical strike against Wook Master!
Wook Master shrugs off the critical damage!
Your hatred grows even as your life fades! (+31 hate)
Wook Master's mind surges with critical power!
Wook Master resists the mind attack!
Your hatred grows even as your life fades! (+8 hate)
Wook Master shares damage with his oozes!
Wook Master converts some damage to Psi!
Wook Master converts damage to paradox!
Wook Master mentally dismisses some damage!
Wook Master hits Something for 0 lightning, 0 physical, 0 temporal, 0 fire, 0 mind, 0 light, 0 lightning, 0 physical, 0 temporal, 0 fire, 0 mind, 0 light (0 total damage).
Something hits Wook Master for 199 to psi, (76 converted), 177 physical, (2 dismissed), 1 to psi, (0 converted), 1 temporal, (2 dismissed), 0 to psi, (0 converted), 0 nature, (0 dismissed), 0 to psi, (0 converted), 0 mind, (0 dismissed), 0 to psi, (0 converted), 0 mind, 60 to psi, (23 converted), 53 physical (492 total damage).
Your hatred grows even as your life fades! (+47 hate)
Saving game...






































































































