Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
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| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Halfling |
| Class | Adventurer |
| Level / Exp | 50 / 1172% |
| Size | small |
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 05:39 / 64Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 06:23 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 08:05 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 09:30 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 10:56 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 12:18 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 13:43 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 15:10 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 16:34 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 18:02 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 19:43 Killed by Ben Cruthdar, the Cursed at level 1 on the 74th Dusk 122nd year of Ascendancy at 21:05 Killed by Timanib the halfling at level 5 on the 18th Regrowth 123rd year of Ascendancy at 12:55 Killed by Timanib the halfling at level 5 on the 18th Regrowth 123rd year of Ascendancy at 13:17 Killed by Timanib the halfling at level 5 on the 18th Regrowth 123rd year of Ascendancy at 14:40 Killed by Voroyada the slaver at level 13 on the 60th Regrowth 124th year of Ascendancy at 15:36 Killed by Betaseda the skeleton mage at level 15 on the 80th Regrowth 124th year of Ascendancy at 16:03 Killed by Elivena the boiling horror at level 17 on the 3rd Pyre 124th year of Ascendancy at 21:31 Killed by Bethann the fire wyrm at level 20 on the 45th Pyre 124th year of Ascendancy at 07:48 Killed by Aerirewen the dredgling at level 21 on the 48th Pyre 124th year of Ascendancy at 02:34 Killed by orc necromancer at level 22 on the 67th Pyre 124th year of Ascendancy at 04:33 Killed by Islobreda the Guardian at level 22 on the 67th Pyre 124th year of Ascendancy at 09:29 Killed by greater gwelgoroth at level 23 on the 68th Pyre 124th year of Ascendancy at 07:14 Killed by dredge captain at level 23 on the 68th Pyre 124th year of Ascendancy at 14:01 Killed by Glonn the lesser vampire at level 23 on the 9th Mirth 124th year of Ascendancy at 23:53 Killed by Glonn the lesser vampire at level 23 on the 10th Mirth 124th year of Ascendancy at 01:29 Killed by Elyrath the lesser vampire at level 23 on the 10th Mirth 124th year of Ascendancy at 04:40 Killed by Liselaith the skeleton assassin at level 23 on the 10th Mirth 124th year of Ascendancy at 11:41 Killed by Rat Lich at level 24 on the 1st Flare 124th year of Ascendancy at 05:51 Killed by elven mage at level 24 on the 2nd Flare 124th year of Ascendancy at 09:16 Killed by Siloda the ghoulking at level 24 on the 6th Flare 124th year of Ascendancy at 08:28 Killed by skeleton archer at level 26 on the 10th Flare 124th year of Ascendancy at 23:34 Killed by elder vampire at level 26 on the 1st Dusk 124th year of Ascendancy at 00:38 Killed by master vampire at level 26 on the 1st Dusk 124th year of Ascendancy at 02:31 Killed by dreadmaster at level 26 on the 1st Dusk 124th year of Ascendancy at 03:44 Killed by ghoulking at level 27 on the 2nd Dusk 124th year of Ascendancy at 23:05 Killed by skeleton warrior at level 27 on the 3rd Dusk 124th year of Ascendancy at 00:50 Killed by will o' the wisp at level 27 on the 3rd Dusk 124th year of Ascendancy at 02:15 Killed by electric eel at level 32 on the 8th Haze 124th year of Ascendancy at 20:14 Killed by naga myrmidon at level 32 on the 11st Haze 124th year of Ascendancy at 04:00 Killed by Ukllmswwik the Wise at level 32 on the 11st Haze 124th year of Ascendancy at 07:28 Killed by Ukllmswwik the Wise at level 32 on the 11st Haze 124th year of Ascendancy at 09:16 Killed by Gloralessra the chitinous spider at level 33 on the 20th Haze 124th year of Ascendancy at 13:39 Killed by overpowered greater multi-hued wyrm at level 34 on the 33rd Haze 124th year of Ascendancy at 05:22 Killed by overpowered greater multi-hued wyrm at level 34 on the 33rd Haze 124th year of Ascendancy at 07:02 Killed by overpowered greater multi-hued wyrm at level 35 on the 33rd Haze 124th year of Ascendancy at 08:39 Killed by overpowered greater multi-hued wyrm at level 35 on the 33rd Haze 124th year of Ascendancy at 11:36 Killed by overpowered greater multi-hued wyrm at level 36 on the 33rd Haze 124th year of Ascendancy at 14:16 Killed by overpowered greater multi-hued wyrm at level 36 on the 33rd Haze 124th year of Ascendancy at 16:46 Killed by orc soldier at level 36 on the 34th Haze 124th year of Ascendancy at 02:10 Killed by orc pyromancer at level 37 on the 36th Haze 124th year of Ascendancy at 10:29 Killed by orc high pyromancer at level 37 on the 37th Haze 124th year of Ascendancy at 08:03 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 37th Haze 124th year of Ascendancy at 22:11 Killed by orc high cryomancer at level 38 on the 38th Haze 124th year of Ascendancy at 17:00 Killed by orc cryomancer at level 38 on the 39th Haze 124th year of Ascendancy at 08:00 Killed by naga tide huntress at level 38 on the 48th Haze 124th year of Ascendancy at 15:41 Killed by skeleton mage at level 42 on the 7th Decay 124th year of Ascendancy at 06:53 Killed by Gorbat, Supreme Wyrmic of the Pride at level 43 on the 3rd Allure 125th year of Ascendancy at 01:00 Killed by Eilinilema the orc grand summoner at level 44 on the 4th Allure 125th year of Ascendancy at 04:59 Killed by Ivyriatta the Neverdead at level 46 on the 47th Regrowth 125th year of Ascendancy at 17:13 Killed by Ivyriatta the Neverdead at level 46 on the 47th Regrowth 125th year of Ascendancy at 18:50 Killed by Sileba the eternal bone giant at level 50 on the 11st Haze 125th year of Ascendancy at 06:32 Killed by Aravena the shivgoroth at level 50 on the 29th Regrowth 126th year of Ascendancy at 06:55 Killed by Elowen the elder vampire at level 50 on the 31st Regrowth 126th year of Ascendancy at 21:11 |
Primary Stats
| Strength | 100 (base 12) |
| Dexterity | 177 (base 60) |
| Constitution | 110 (base 35) |
| Magic | 153 (base 60) |
| Willpower | 93 (base 12) |
| Cunning | 174 (base 60) |
Resources
| Life | 1652/1652 |
| Mana | 242/654 |
| Stamina | 444/444 |
| Healing Factor | 1.5357142857143 |
| Regeneration | 14.973214285714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 239 |
| Accuracy | 93 |
| Crit Chance | 61% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 239 |
| Accuracy | 93 |
| Crit Chance | 61% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 79 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | -20% |
Defense: Base
| Armour (hardiness) | 23 (38.536585365854%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 61 |
| Mental Save | 69 |
Defense: Resistances
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 100% |
| Confusion Resistance | 27% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| 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 229% efficiency and cooldown mod of 97%. Its effects scale with your Dexterity 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 205% efficiency and cooldown mod of 66%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.9 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Steamtech / Bullets mastery | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Engineering | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Fiery Hands |
| talent | Volatile Poison |
| talent | Shock Hands |
| talent | Inner Power |
| talent | Lacerating Strikes |
| talent | Crippling Poison |
| beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 81) Challenge |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Is It a Rrawr Time Desuwa. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Bethann the fire wyrm. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You failed to protect the lone alchemist from death by Is It a Rrawr Time Desuwa. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +1. | done |
You failed to protect the lost sun paladin from death by Is It a Rrawr Time Desuwa. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Innovation (+1 level(s)). | done |
You failed to protect the lost warrior from death by ghoul. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 81)Foes left: 151 | active |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 77)Turns left: 0 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 78) | failed |
Leave the level in less than 51 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (51) (Level 75)Turns left: 27 You completed the challenge and received: Random Artifact: Galerend (23 def, 36 armour) | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 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: 82. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blightbringer's pair of dwarven-steel boots of disengagement (0 def, 5 armour) blightbringer's pair of dwarven-steel boots of disengagement (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +5 Dex / +10 Mag / +3 Cun Changes damage: +7% acid / +7% blight Physical save: +18 (+4 eff.) Disease immunity: +31% Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +5 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of voratun shots 'Zedoleg' (18/22, 166% power, 6 apr) pouch of voratun shots 'Zedoleg' (18/22, 166% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 47% chance to disease * 20% chance to torment the target * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing * wounds the target for 7 turns: 25 bleeding, 75% reduced healing Damage (Ranged): +17 darkness / +20 blight / +37 bleed / +20 mind Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +12 blight When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Xanith XanithPowered by arcane forces Infused by psionic forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +4 (+1 eff.) Damage when hit (Melee): 24 fire Changes stats: +2 Dex / +16 Mag / +7 Wil Changes resistances: +8% fire Changes resistances penetration: +10% physical Changes damage: +15% mind Physical save: +6 (+1 eff.) Maximum life: +30.00 Spellpower: +30 (+6 eff.) Mindpower: +4 (+1 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Alochak the hardened leather hat (0 def, 4 armour) Alochak the hardened leather hat (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour penetration: +6 Armour: +4 Fatigue: -9% Changes stats: +5 Str / +5 Dex / +6 Mag / +3 Wil / +19 Cun Mental save: +18 (+4 eff.) Silence immunity: +0% Light radius: +0 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +6 A hat made of leather. Very stylish. |
| On hands | voratun gauntlets 'Chalyhad' (0 def, 4 armour) voratun gauntlets 'Chalyhad' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Armour: +4 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 26 mind / 28 darkness Changes stats: +6 Cun / +7 Dex Changes resistances: +5% arcane / +9% cold Talent granted: +5 Iron Grip Physical save: +40 (+9 eff.) Mental save: -3 (-1 eff.) Disarm immunity: +137% Mindpower: +7 (+2 eff.) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash wand of conjuration 'Islith' [power 157] (10 cooldown) ash wand of conjuration 'Islith' [power 157] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +5 Dex Maximum life: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a bolt of a random element with (base) damage 78 to 157, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Lightningsear LightningsearPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +10 Dex / +6 Mag / +7 Wil / +5 Cun Changes resistances: +6% lightning Mental save: +9 (+2 eff.) Confusion immunity: +27% Spellpower: +8 (+1 eff.) Rings can have magical properties. |
| On fingers | sneakthief's gold ring of light (+20%) sneakthief's gold ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +7 Cun / +7 Dex Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
| Around neck | warmaker's stralite amulet of magic (+9) warmaker's stralite amulet of magic (+9)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +10 Dex / +7 Mag / +10 Wil Amulets can have magical properties. |
| In main hand | thunderous voratun steamgun of nature thunderous voratun steamgun of nature Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 8% chance to daze at end of turn * applies a stacking poison dealing 50 damage per turn Travel speed: +600% Damage (Ranged): +23 nature Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances: +2% all Changes resistances penetration: +9% nature / +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | skylord's drakeskin leather belt of dampening skylord's drakeskin leather belt of dampening Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Str / +3 Dex / +5 Wil / +5 Cun Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold Physical save: +16 (+4 eff.) Spell save: +19 (+4 eff.) Mental save: +13 (+3 eff.) A belt that goes around your waist. |
| In off hand | thunderous stralite steamgun of power thunderous stralite steamgun of power Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon hit: * 9% chance to daze at end of turn * applies a stacking poison dealing 48 damage per turn Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +8% lightning / +10% physical Changes damage: +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | battlemaster's elven-silk cloak of Eldoral (4 def, 0 armour) battlemaster's elven-silk cloak of Eldoral (4 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +4 Str / +9 Dex / +3 Cun / +4 Con Changes resistances: +30% lightning Talent mastery: +0.30 Technique / Combat training Spell save: -28 (-9 eff.) Stun/Freeze immunity: +50% Stamina each turn: +0.70 Mana each turn: -0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening drakeskin leather armour of the hero (6 def, 10 armour) enlightening drakeskin leather armour of the hero (6 def, 10 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +22 Str / +20 Dex / +22 Mag / +29 Wil / +28 Cun / +12 Con Mental save: +24 (+6 eff.) Maximum life: +63.00 A suit of armour made of leather. |
Inventory
steam generator implant of the duelist (steam 17) steam generator implant of the duelist (steam 17)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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 15) steam generator implant of the duelist (steam 15)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: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 19) steam generator implant of the duelist (steam 19)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: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.4 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (512% speed; 6 turns) movement infusion (512% 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% 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. |
movement infusion (647% speed; 7 turns) movement infusion (647% speed; 7 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 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. |
movement infusion of the sneak (822% speed; 6 turns) movement infusion of the sneak (822% 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 822% 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. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (663% speed; 4 turns) movement infusion of the titan (663% speed; 4 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 663% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
movement infusion of the titan (642% speed; 5 turns) movement infusion of the titan (642% speed; 5 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 642% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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 duelist (resist 28%; cure physical) wild infusion of the duelist (resist 28%; cure physical)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 physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 27%; cure mental) wild infusion of the sneak (resist 27%; 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: 12 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 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Reflection (absorb and reflect 865 for 5 turns) Rune of Reflection (absorb and reflect 865 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 865 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (522.00 temporal damage, removed from time 4 turns) Rune of the Rift (522.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 558.54 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (173 acid damage; disarm 5 turns with power 63) acid wave rune of the psychic (173 acid damage; disarm 5 turns with power 63)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 172.82 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 63 vs. physical save). The surge of natural acids will remove one detrimental magical 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 282.61 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
conjurer's gold ring of speed conjurer's gold ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Mag / +6 Wil Spellpower: +10 (+2 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
ruby ring ruby ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
voratun ring of speed voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +9 (+3 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Dex, 35% Str, 50% Mag, 30% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 41.84 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. acidic iron dagger (98% power, 5 apr)acidic iron dagger (98% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron greatmaul of disruption (118% power, 1 apr)iron greatmaul of disruption (118% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 119% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +14% Unnatural Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatmaul of torment (161% power, 3 apr)warbringer's stralite greatmaul of torment (161% power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 162% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +9 Con Changes resistances penetration: +14% physical / +17% mind / +19% darkness Disarm immunity: +42% Massive two-handed mauls. |
Shadeclamor ShadeclamorRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 40% chance to inflict 15% damage reduction Travel speed: +600% Damage (Ranged): +6 acid blind Burst (radius 1) on hit: +2 darkness Burst (radius 2) on crit: +2 darkness Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str Changes resistances penetration: +9% acid Changes damage: +9% darkness / +13% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Life regen: +1.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thunderous voratun steamgun of true shot thunderous voratun steamgun of true shotRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +17 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +11.0% Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +2 Cun / +2 Con Changes resistances penetration: +12% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Legacy of the Naloren (194% power, 20 apr) Legacy of the Naloren (194% power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 195% Range: 1.4x Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 40 power out of 60/60) : Effective talent level: 2.0 Power cost: 40 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 3 turns and dealing 100.6 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
thunderous orichalcum trident of ruin (165% power, 16 apr) thunderous orichalcum trident of ruin (165% power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 165% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 34% chance to daze at end of turn When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +5 Cun / +3 Con Changes resistances penetration: +16% lightning Critical mult.: +20.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +0% lightning / +25% cold / -15% fire / +8% all Stun/Freeze immunity: +0% It can be used to release a radius 4 chilling blast, instantly dealing 571.38 cold damage and condensing the air into freezing vapors that deal 190.46 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+2 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
elven-silk cloak 'Dagalaran' (35 def, 4 armour) elven-silk cloak 'Dagalaran' (35 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +35 (+9 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +1 Str / +2 Dex / +5 Mag / +5 Wil Physical save: +34 (+8 eff.) Spell save: +11 (+2 eff.) Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Stealth bonus: +0 Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Steampower: +3 (+1 eff.) These boots have a 4% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (171 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (284 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
This item will automatically be transmogrified when you leave the level. insulating pair of drakeskin leather boots of strife (0 def, 5 armour)insulating pair of drakeskin leather boots of strife (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con / +5 Wil Changes resistances: +14% fire / +13% cold Changes resistances penetration: +9% physical Mindpower: +8 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Movement speed: +20% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Disarm immunity: +0% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% Gauntlets. But with steam power! |
alchemist's dwarven-steel gauntlets of archery (0 def, 2 armour) alchemist's dwarven-steel gauntlets of archery (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 5 acid / 5 fire / 4 cold / 5 lightning Changes stats: +4 Dex / +3 Mag / +4 Wil / +5 Cun Disarm immunity: +0% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 3). Damage (Melee): +9 ice / +16 fire / +11 acid / +12 lightning It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets (0 def, 2 armour) brawler's dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+1 eff.) Disarm immunity: +0% When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Haryleldil the Magmalash (0 def, 5 armour)Haryleldil the Magmalash (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 mind / 12 fire Changes stats: +5 Wil Changes resistances: +18% fire / +15% light / +20% darkness Changes resistances penetration: +25% mind / +25% fire Changes damage: +12% mind Mindpower: +6 (+1 eff.) A hat made of leather. Very stylish. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
grounding rough leather hat of the depths (0 def, 1 armour) grounding rough leather hat of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +5% cold Allows you to breathe in: water A hat made of leather. Very stylish. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 64, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+3 eff.) This light leather armour features a special medical injector. |
This item will automatically be transmogrified when you leave the level. cleansing voratun plate armour of command (19 def, 24 armour)cleansing voratun plate armour of command (19 def, 24 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +19 (+5 eff.) Fatigue: +26% Changes stats: +4 Cun Changes resistances: +19% nature / +20% blight Mental save: +20 (+5 eff.) A suit of armour made of metal plates. |
4 agate 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. |
445 alchemist agate 445 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. |
8 onyx 8 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. |
18 aquamarine 18 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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. |
14 sapphire 14 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz 17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ulfisin the iron pickaxe (dig speed 20 turns) Ulfisin the iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +15% mind Critical mult.: +5.00% Mental save: +30 (+7 eff.) Psi when hit: +0.08 Maximum life: +22.00 Maximum stamina: +17.00 Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +40 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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. |
6 jade 6 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Islubrelle' alchemist's lamp 'Islubrelle'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 18 fire Changes stats: +2 Dex Changes resistances: +7% fire Stamina each turn: +0.80 Hate when firing a critical mind attack: +3.00 Maximum life: +40.00 Mental crit. chance: +4% Light radius: +3 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 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. |
This item will automatically be transmogrified when you leave the level. void-walker's brass lantern of corpselightvoid-walker's brass lantern of corpselight Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% blight / +6% cold / +7% darkness / +6% temporal Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +2 Infravision radius: +4 See invisible: +7 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 47 blight damage or heals 62 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb 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 Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
58 alchemist bloodstone 58 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
20 bloodstone 20 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. |
24 fire opal 24 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet 9 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. |
15 ruby 15 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) 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. |
amazing fiery salve [power 53] amazing fiery salve [power 53]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 229% efficiency and 97% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (53% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 53] amazing frost salve [power 53]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 229% efficiency and 97% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (53% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 764] amazing healing salve [power 764]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 229% efficiency and 97% cooldown modifier. It can be used to heal 764, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing unstoppable force salve [power 212] amazing unstoppable force salve [power 212]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 229% efficiency and 97% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 212 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 53] amazing water salve [power 53]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 229% efficiency and 97% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (53% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of voratun shots of warping (22/22, 175% power, 6 apr) deadly pouch of voratun shots of warping (22/22, 175% power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +9 temporal / +14 physical When wielded/worn: Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of voratun shots of annihilation (19/19, 172% power, 12 apr) plaguebringer's pouch of voratun shots of annihilation (19/19, 172% power, 12 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 173% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +12.0% Capacity: 19 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 10% chance to disease Travel speed: +200% Damage (Ranged): +13 blight When wielded/worn: Shots are used with slings to pummel your foes to death. |
great air recycler great air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating mastercraft thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Burst (radius 1) on hit: +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect head lamp perfect head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +25 (+4 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple voratun grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun toxic cannister launcher voratun toxic cannister launcherPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
well-made antimagic shell well-made antimagic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +9 (+2 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating well-made thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Burst (radius 1) on hit: +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Cuthulegorig the steel torque of charged psionic shield [power 45] (20 cooldown) Cuthulegorig the steel torque of charged psionic shield [power 45] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Con / +4 Mag Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward Equilibrium when hit: +0.08 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Light radius: +3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield 'Umbravengeance' [power 55] (20 cooldown) steel torque of kinetic psionic shield 'Umbravengeance' [power 55] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness Changes resistances: +6% temporal Changes damage: +3% darkness Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Beran the dragonbone totem of thorny skin [power 55] (20 cooldown) Beran the dragonbone totem of thorny skin [power 55] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +4 Wil Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws Psi when hit: +0.20 Mindpower: +10 (+2 eff.) It can be used to harden the skin for 7 turns increasing armour by 55 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
dragonbone totem of thorny skin [power 83] (20 cooldown) dragonbone totem of thorny skin [power 83] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 83 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 38] (20 cooldown) yew totem of thorny skin [power 38] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
22 diamond 22 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 moonstone 26 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 pearl 21 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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. |
11 amber 11 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. |
5 ametrine 5 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. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 29
72nd Dusk 124th year of Ascendancy at 10:01 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 17
4th Pyre 124th year of Ascendancy at 15:49 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 34
22nd Haze 124th year of Ascendancy at 18:17 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 34
33rd Haze 124th year of Ascendancy at 05:21 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 48
6th Mirth 125th year of Ascendancy at 08:42 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 33
19th Haze 124th year of Ascendancy at 19:07 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 47
61st Pyre 125th year of Ascendancy at 23:28 see stats
Clone War (Exploration mode)
Destroyed your own Shade.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 44
6th Regrowth 125th year of Ascendancy at 13:35 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 5
74th Dusk 122nd year of Ascendancy at 22:35 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 31
79th Dusk 124th year of Ascendancy at 14:29 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 43
2nd Allure 125th year of Ascendancy at 22:29 see stats
Evil denied (Exploration mode)
Won ToME by preventing the Void portal from opening.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 50
20th Haze 125th year of Ascendancy at 06:53 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 17
2nd Pyre 124th year of Ascendancy at 17:02 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 47
62nd Pyre 125th year of Ascendancy at 01:36 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Is It a Rrawr Time Desuwa the Halfling Adventurer level 24
2nd Flare 124th year of Ascendancy at 11:12 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 46
48th Regrowth 125th year of Ascendancy at 01:48 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 32
11st Haze 124th year of Ascendancy at 10:46 see stats
Gem of the Moon (Exploration mode)
Completed the Master Jeweler quest with Limmir.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 48
64th Dusk 125th year of Ascendancy at 14:01 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 17
4th Pyre 124th year of Ascendancy at 17:44 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 36
33rd Haze 124th year of Ascendancy at 18:10 see stats
Infinite x80 (Exploration mode)
Got to level 80 of the infinite dungeon.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 50
31st Regrowth 126th year of Ascendancy at 11:58 see stats
Invasion from the Depths (Exploration mode)
Stopped a naga invasion by closing their portal.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 39
64th Haze 124th year of Ascendancy at 15:52 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 10
25th Haze 123rd year of Ascendancy at 22:49 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 20
22nd Pyre 124th year of Ascendancy at 12:58 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 30
76th Dusk 124th year of Ascendancy at 15:27 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 40
66th Haze 124th year of Ascendancy at 23:37 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 50
8th Haze 125th year of Ascendancy at 14:31 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 46
44th Regrowth 125th year of Ascendancy at 10:20 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 38
50th Haze 124th year of Ascendancy at 00:35 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 10
26th Haze 123rd year of Ascendancy at 04:22 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 29
13rd Dusk 124th year of Ascendancy at 07:17 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 40
3rd Decay 124th year of Ascendancy at 19:38 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 29
12nd Dusk 124th year of Ascendancy at 23:47 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 31
79th Dusk 124th year of Ascendancy at 16:02 see stats
Tactical master (Exploration mode)
Fought the two Sorcerers without closing any invocation portals.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 50
20th Haze 125th year of Ascendancy at 06:51 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 29
63rd Dusk 124th year of Ascendancy at 20:34 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 5
17th Dusk 123rd year of Ascendancy at 09:54 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 17
4th Pyre 124th year of Ascendancy at 15:49 see stats
The Rat Lich (Exploration mode)
Killed the terrible Rat Lich.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 24
1st Flare 124th year of Ascendancy at 07:37 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 13
62nd Regrowth 124th year of Ascendancy at 21:12 see stats
The Sun Still Shines (Exploration mode)
Aeryn survived the last battle.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 50
20th Haze 125th year of Ascendancy at 06:53 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 47
61st Pyre 125th year of Ascendancy at 09:12 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 45
9th Regrowth 125th year of Ascendancy at 17:09 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 25
8th Flare 124th year of Ascendancy at 07:20 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 16
1st Pyre 124th year of Ascendancy at 01:44 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Is It a Rrawr Time Desuwa the Halfling Adventurer level 27
3rd Dusk 124th year of Ascendancy at 04:28 see stats
Log
Is It a Rrawr Time Desuwa shoots!
Yaech mindslayer activates Kinetic Aura.
Yaech mindslayer uses hateful stralite torque of clear mind!
Is It a Rrawr Time Desuwa's Shoot performs a ranged critical strike against Yaech mindslayer!
Yaech mindslayer is afflicted by a crippling illness!
Yaech mindslayer starts to bleed.
Is It a Rrawr Time Desuwa's tinker attains critical power!
Yaech mindslayer is poisoned!
Yaech mindslayer is cut deeply.
Is It a Rrawr Time Desuwa's Shoot performs a ranged critical strike against Yaech mindslayer!
Is It a Rrawr Time Desuwa's tinker attains critical power!
Is It a Rrawr Time Desuwa's Shoot hits Yaech mindslayer for (106 to psi shield), 617 physical, 18 darkness, 23 blight, (5 to psi shield), 2 physical, 24 mind, 5 blight, 14 blight, (10 to psi shield), 4 nature, 44 lightning (752 total damage).
Is It a Rrawr Time Desuwa's Shoot hits Yaech mindslayer for (106 to psi shield), 673 physical, (17 to psi shield), 8 nature, 23 blight, (5 to psi shield), 2 physical, 24 mind, 18 darkness, 5 blight, 14 blight, (10 to psi shield), 4 nature (771 total damage).
Poison from Is It a Rrawr Time Desuwa hits Yaech mindslayer for (20 to psi shield), 9 nature (9 total damage).
Bleeding from Is It a Rrawr Time Desuwa hits Yaech mindslayer for (60 to psi shield), 27 physical (27 total damage).
Deep Wound from Is It a Rrawr Time Desuwa hits Yaech mindslayer for (20 to psi shield), 9 physical (9 total damage).
Is It a Rrawr Time Desuwa shoots!
Is It a Rrawr Time Desuwa's Shoot performs a ranged critical strike against Yaech mindslayer!
Poison bursts out of Yaech mindslayer's corpse!
Is It a Rrawr Time Desuwa's Shoot hits Yaech mindslayer for (106 to psi shield), 648 physical (648 total damage).
Is It a Rrawr Time Desuwa's Shoot killed Yaech mindslayer!
Is It a Rrawr Time Desuwa deactivates Shock Hands.
Is It a Rrawr Time Desuwa deactivates Apply Poison.
Is It a Rrawr Time Desuwa deactivates Crippling Poison.
Is It a Rrawr Time Desuwa deactivates Inner Power.
Is It a Rrawr Time Desuwa deactivates Lacerating Strikes.
Is It a Rrawr Time Desuwa deactivates Fiery Hands.
Is It a Rrawr Time Desuwa deactivates Volatile Poison.
