
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Ashes of Urh'Rok 1.4.0Official 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Rogue Mobility 1.4.8Adds the Mobility Generic Tree to: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.4.8Donators/Buyers bonus! Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Escort Mastery Buff Addon 1.4.8Horros Don't Walk 1.4.8An edit of the Worm's Don't Walk Addon, prevents Worms That Walk, Nightmare Horrors, and Dreaming Horrors from being spawned. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons
http://te4.org/games/addons/tome/more-exotic-weapons
- Effigy's Unlock Exotic Mastery
http://te4.org/games/addons/tome/unlock-exoticThanks to you guys. Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Playable Naloren Race 1.4.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Constitution Viability Buff Addon 1.4.6Constitution now grants: Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sawbutcher |
| Level / Exp | 43 / 75% |
| Size | huge |
| Lifes / Deaths | Killed by Polyldalle the wolf at level 19 on the 54th Regrowth 123rd year of Ascendancy at 01:35 0 / 7Killed by skeleton mage at level 21 on the 62nd Regrowth 123rd year of Ascendancy at 05:18 Killed by Lisyrenn the skeleton warrior at level 21 on the 62nd Regrowth 123rd year of Ascendancy at 06:50 Killed by Xylessra the emperor wight at level 37 on the 3rd Flare 123rd year of Ascendancy at 23:25 Killed by mucus ooze at level 37 on the 37th Dusk 123rd year of Ascendancy at 19:29 Killed by Aeredata the skeleton archer at level 40 on the 47th Dusk 123rd year of Ascendancy at 06:42 Killed by Salulle the vampire lord at level 43 on the 17th Haze 123rd year of Ascendancy at 13:27 |
Primary Stats
| Strength | 98 (base 49) |
| Dexterity | 12 (base 12) |
| Constitution | 96 (base 60) |
| Magic | 73 (base 60) |
| Willpower | 22 (base 10) |
| Cunning | 65 (base 60) |
Resources
| Life | 1972/1972 |
| Mana | 292/292 |
| Stamina | 362/362 |
| Positive | 43/86 |
| Healing Factor | 1.85 |
| Regeneration | 41.001668906069 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 7 |
| See Stealth | 7 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 200 |
| Accuracy | 50 |
| Crit Chance | 72% |
| APR | 100 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 92 |
| Accuracy | 50 |
| Crit Chance | 71% |
| APR | 94 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 65.76 (100%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 58 |
| Physical Save | 58 |
| Spell Save | 30 |
| Mental Save | 30 |
Defense: Resistances
| All | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 63% |
| Teleport Resistance | 100% |
| Blind Resistance | 43% |
| Silence Resistance | 70% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (6/6)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 14.3 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 63%. Its effects scale with your Magic 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 260% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.1 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -1150 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Tempest of Metal |
| talent | Melting Point |
| talent | Chant of Resistance |
| talent | Weapon of Wrath |
| talent | Retribution |
| talent | Weapon of Light |
| talent | Overheat Saws |
| talent | Second Life |
| talent | Premonition |
| talent | Furnace |
| talent | Grinding Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Elynor the faeros. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost tinker from death by giant venus flytrap. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of squid ink. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed sandworm tooth. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed bloated horror heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed ice ant stinger. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Xunor the pair of voratun boots (0 def, 15 armour) Xunor the pair of voratun boots (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Damage when hit (Melee): 4 temporal Changes resistances: +9% blight / +36% temporal / +30% darkness Changes resistances penetration: +20% acid / +20% temporal / +20% darkness Changes damage: +6% acid / +6% blight Physical save: +15 (+4 eff.) Silence immunity: +50% Confusion immunity: +50% Pinning immunity: +25% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Galoldir the alchemist's lamp Galoldir the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +1 Mag Changes resistances: +8% blight / +7% fire / +8% darkness / +6% mind Changes damage: +3% mind Reduces incoming crit damage: 15.00% Blindness immunity: +23% Confusion immunity: +13% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See stealth: +7 See invisible: +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: 1.0 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 7 turns, and deals 37 blight damage or heals 48 life. Creatures standing in the retch also have 5% 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 normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Blastrupture the voratun helm (0 def, 5 armour) Blastrupture the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +7 Str / +7 Wil / +10 Con Changes resistances: +15% acid / +15% physical / +9% blight / +15% fire / +15% cold / +14% lightning Changes resistances penetration: +15% blight Changes damage: +12% blight / +6% lightning Physical save: +15 (+4 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Xagamina the Voidoath (0 def, 2 armour) Xagamina the Voidoath (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Damage (Melee): 7 acid / 11 light / 5 fire / 4 cold / 5 lightning Damage when hit (Melee): 4 nature Changes stats: +3 Str / +3 Mag / +3 Wil Changes resistances: +8% light Changes resistances penetration: +15% darkness Changes damage: +5% light / +6% nature Talent granted: +5 Iron Grip Disarm immunity: +100% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Gilista the Cureire (dig speed 8 turns) Gilista the Cureire (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+1 eff.) Damage when hit (Melee): 12 nature Changes stats: +2 Str Changes resistances: +15% nature Changes damage: +22% nature Critical mult.: +13.00% Maximum life: +24.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Betemina the Nightbone Betemina the NightboneInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Defense: +17 (+6 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 darkness Changes resistances penetration: +15% acid Changes damage: +12% acid / +15% darkness Stun/Freeze immunity: +50% Life regen: +4.70 Maximum life: +91.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Boraledig the Stokehunter Boraledig the StokehunterPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 40% chance to daze Changes stats: +5 Str / +2 Mag / +3 Cun / +5 Con Changes resistances: +20% lightning / +6% fire Changes damage: +10% lightning Spellpower: +8 (+3 eff.) Rings can have magical properties. |
| Around neck | steel amulet 'Nimbusrend' steel amulet 'Nimbusrend'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +19% lightning / +11% light / +5% arcane / +3% nature / +10% darkness Spell save: +3 (+2 eff.) Blindness immunity: +20% Stun/Freeze immunity: +21% Amulets can have magical properties. |
| In main hand | Shadowquick (39.5-59.25 power, 45 apr) Shadowquick (39.5-59.25 power, 45 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +45 Physical crit. chance: +25.0% Attack speed: 100% Block value: +112 On weapon hit: * 20% chance to torment the target Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Damage (Melee): +17 nature When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 16 nature Changes stats: +2 Str Changes resistances: +18% blight / +30% cold / +16% nature Changes resistances penetration: +5% arcane / +15% mind / +13% darkness Changes damage: +9% darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Block Maximum life: +98.00 Light radius: +2 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Bareldil the drakeskin leather belt Bareldil the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +1 Wil Changes resistances: +19% acid / +17% fire / +16% lightning / +19% cold Changes resistances penetration: +15% blight Changes damage: +6% arcane Critical mult.: +14.00% Spellpower on spell critical (stacks up to 3 times): +8 A belt that goes around your waist. |
| In off hand | Eliriawe the stralite steamsaw (31-46.5 power, 39 apr) Eliriawe the stralite steamsaw (31-46.5 power, 39 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 31.0 - 46.5 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +39 Physical crit. chance: +24.0% Attack speed: 100% Block value: +76 Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Damage (Melee): +15 light / +16 fire When wielded/worn: Armour penetration: +11 Physical crit. chance: +9.0% Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Effects when hit in melee: * 20% chance to blind Damage when hit (Melee): 16 mind / 23 fire Changes stats: +5 Str / +5 Mag / +3 Wil / +6 Con Changes resistances: +15% light / +16% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +2 Block Critical mult.: +21.00% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Zubiwen (20 def, 0 armour) Zubiwen (20 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Changes resistances: +18% light / +22% fire Reduces incoming crit damage: 15.00% Stealth bonus: +8 Physical save: +17 (+4 eff.) Mental save: +10 (+5 eff.) Silence immunity: +20% Disarm immunity: +5% Teleport immunity: +5% Maximum life: +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Porivea the Treeshear (9 def, 21 armour) Porivea the Treeshear (9 def, 21 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Armour Hardiness: +20% Defense: +9 (+3 eff.) Fatigue: +27% Damage when hit (Melee): 8 acid / 8 arcane Changes stats: +10 Str Changes resistances: +30% acid / +15% physical / +20% darkness / +28% cold / +12% nature / +5% arcane Changes damage: +12% acid / +6% arcane Light radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
movement infusion of the warrior (878% speed; 8 turns) movement infusion of the warrior (878% speed; 8 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 878% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (727% speed; 5 turns) movement infusion of the warrior (727% 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 727% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 424 over 5 turns) regeneration infusion (heal 424 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 424 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xanuvea the Nightrebel Xanuvea the NightrebelInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +30% temporal Changes damage: +3% darkness Physical save: +25 (+6 eff.) Spell save: +21 (+10 eff.) Mental save: +25 (+11 eff.) Blindness immunity: +38% Pinning immunity: +48% Knockback immunity: +40% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Infravision radius: +9 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
Yarolar the gold amulet Yarolar the gold amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Changes resistances penetration: +10% physical Changes damage: +7% blight / +9% fire Talent masteries: +0.18 Technique / Conditioning +0.18 Celestial / Crusader Critical mult.: +12.00% Cut immunity: +60% Only die when reaching: -40.00 life Spellpower: +11 (+4 eff.) Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Olotokhad the Wretchdare Olotokhad the WretchdareCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +17 Defense: +16 (+5 eff.) Damage when hit (Melee): 4 nature Changes stats: +6 Con Changes resistances: +12% light / +6% blight Changes resistances penetration: +10% nature Physical save: +18 (+5 eff.) Spell save: +41 (+17 eff.) Mental save: +16 (+8 eff.) Maximum stamina: +40.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
stralite ring 'Chargeradiance' stralite ring 'Chargeradiance'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 46% Changes stats: +16 Cun / +15 Wil Changes resistances: +12% blight / +6% fire / +13% nature Changes damage: +6% lightning Physical save: +3 (+1 eff.) Poison immunity: +24% Disease immunity: +26% Mindpower: +26 (+12 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
voratun ring 'Poriletira' voratun ring 'Poriletira'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag / +16 Wil / +8 Cun Reduces incoming crit damage: 17.00% Maximum encumbrance: +10 Disarm immunity: +50% Pinning immunity: +49% Knockback immunity: +50% Life regen: +0.20 Only die when reaching: -40.00 life Maximum life: +50.00 Spellpower: +15 (+5 eff.) Mindpower: +15 (+8 eff.) Infravision radius: +2 See invisible: +3 Rings can have magical properties. |
Grinureldir (61-91.5 power, 6 apr) Grinureldir (61-91.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 61.0 - 91.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +28 temporal Burst (radius 1) on hit: +4 physical When wielded/worn: Armour penetration: +21 Physical crit. chance: +25.0% Damage when hit (Melee): 28 temporal Changes resistances: +28% temporal Changes resistances penetration: +24% acid / +21% fire / +23% lightning / +23% cold Critical mult.: +26.00% Stamina each turn: +0.80 Maximum life: +30.00 Maximum stamina: +10.00 Massive two-handed battleaxes. |
Rhadevor the voratun dagger (37.5-48.75 power, 9 apr) Rhadevor the voratun dagger (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 temporal / +16 nature / +20 physical Burst (radius 1) on hit: +4 physical When wielded/worn: Armour penetration: +23 Physical crit. chance: +12.0% Physical power: +4 (+1 eff.) Changes resistances: +3% acid Changes resistances penetration: +12% physical Changes damage: +15% physical Critical mult.: +16.00% Life regen: +0.20 Healing mod.: +20% Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical 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. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Voritha (69-103.5 power, 4 apr) Voritha (69-103.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 94% chance to daze Burst (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +25 (+9 eff.) Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: -4% Changes stats: +12 Str / +19 Dex / +11 Mag / +12 Wil / +11 Cun / +11 Con Changes resistances penetration: +41% lightning Knockback immunity: +10% Stamina each turn: +1.00 Massive two-handed mauls. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Str, 50% Mag, 20% Con Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 50 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 78.90 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Ureslak's Frozen Femur (52-72.8 power, 5 apr) Ureslak's Frozen Femur (52-72.8 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stats: 50% Mag, 100% Str Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers When wielded/worn: Armour: +15 Changes resistances: +45% cold Changes resistances penetration: +30% cold Changes damage: +30% cold A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
Chalarek (16.5-18.15 power, 40 apr, nature damage) Chalarek (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +12 Cun / +3 Wil Changes resistances: +9% fire / +9% physical Changes resistances penetration: +5% blight / +8% physical Changes damage: +12% blight / +8% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +25.00% Physical save: +6 (+2 eff.) Disarm immunity: +5% Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Hate per kill: +5.00 Psi per kill: +4.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% It can be used to inflict 75.19 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+8 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 17.08 mind damage, 20.73 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.28 mind and 1.55 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Barkwhisper (42-63 power, 25 apr) Barkwhisper (42-63 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 42.0 - 63.0 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +93 On weapon hit: * 35% chance to daze Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +11 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +5 Con Changes resistances: +6% nature / +26% cold Changes resistances penetration: +12% lightning Changes damage: +9% mind / +15% physical Talent granted: +3 Block Critical mult.: +15.00% Stamina when hit: +2.40 Light radius: +2 See invisible: +9 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Malediction (55-66 power, 15 apr) Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Life regen: -0.30 The land withers and crumbles wherever this cursed axe rests. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Xynn' hardened leather belt 'Xynn'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Fatigue: -6% Changes stats: +4 Cun / +4 Dex Changes resistances: +6% light / +6% blight Changes resistances penetration: +10% physical Changes damage: +9% physical Maximum encumbrance: +34 Mental save: +3 (+1 eff.) Mental crit. chance: +5% A belt that goes around your waist. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent 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! |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+4 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 137.30 fire and 137.30 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Eraharakath (8 def, 3 armour) Eraharakath (8 def, 3 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +3 Armour: +3 Defense: +8 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn Changes stats: +7 Cun Changes resistances: +11% acid / +1% physical / +10% cold / +10% fire / +8% nature / +10% lightning Changes damage: +12% blight Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Life regen: +0.20 Only die when reaching: -20.00 life Maximum life: +69.00 Healing mod.: +19% A cap made of leather. |
Silithra (0 def, 3 armour) Silithra (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Con Changes resistances: +8% nature Changes resistances penetration: +10% blight / +10% arcane Changes damage: +6% arcane / +6% blight Physical save: +10 (+3 eff.) Spell save: +6 (+3 eff.) Maximum life: +65.00 Healing mod.: +13% A hat made of leather. Very stylish. |
Veleyavea (3 def, 0 armour) Veleyavea (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +3 (+1 eff.) Changes stats: +1 Mag / +8 Wil / +9 Cun Changes damage: +3% blight / +3% physical Critical mult.: +25.00% Mental save: +28 (+12 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +5.50 Mana each turn: +0.33 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +6% Healing mod.: +5% Damage Shield Power: +13% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 100 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Glareshear' (3 def, 0 armour) elven-silk wizard hat 'Glareshear' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 acid Changes stats: +7 Mag / +5 Wil / +5 Cun / +10 Con Changes resistances: +3% acid Changes resistances penetration: +20% acid Changes damage: +11% temporal / +23% light / +14% physical / +20% arcane / +15% darkness Mindpower: +6 (+3 eff.) Light radius: +1 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
6 agate 6 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. |
2171 alchemist agate 2171 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. |
onyx 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. |
10 aquamarine 10 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. |
13 opal 13 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. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 emerald 2 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
4 garnet 4 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 frost salve [power 43] amazing frost salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 174% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (43% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 514] amazing healing salve [power 514]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 174% efficiency and 63% cooldown modifier. It can be used to heal 514, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 43] amazing water salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 174% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (43% 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. |
6 amethyst 6 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. |
quartz 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. |
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. |
9 citrine 9 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. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Blackheart the Ogre Sawbutcher level 34
58th Pyre 123rd year of Ascendancy at 15:36 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Blackheart the Ogre Sawbutcher level 26
7th Pyre 123rd year of Ascendancy at 15:39 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Blackheart the Ogre Sawbutcher level 17
41st Regrowth 123rd year of Ascendancy at 22:24 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Blackheart the Ogre Sawbutcher level 34
59th Pyre 123rd year of Ascendancy at 03:34 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Blackheart the Ogre Sawbutcher level 30
11st Pyre 123rd year of Ascendancy at 11:50 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Blackheart the Ogre Sawbutcher level 22
62nd Regrowth 123rd year of Ascendancy at 22:28 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Blackheart the Ogre Sawbutcher level 27
7th Pyre 123rd year of Ascendancy at 23:30 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Blackheart the Ogre Sawbutcher level 19
61st Regrowth 123rd year of Ascendancy at 17:21 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blackheart the Ogre Sawbutcher level 15
8th Regrowth 123rd year of Ascendancy at 12:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Blackheart the Ogre Sawbutcher level 10
1st Dusk 122nd year of Ascendancy at 21:14 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Blackheart the Ogre Sawbutcher level 20
61st Regrowth 123rd year of Ascendancy at 19:56 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Blackheart the Ogre Sawbutcher level 30
10th Pyre 123rd year of Ascendancy at 08:24 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Blackheart the Ogre Sawbutcher level 40
46th Dusk 123rd year of Ascendancy at 07:11 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Blackheart the Ogre Sawbutcher level 14
74th Haze 122nd year of Ascendancy at 04:21 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Blackheart the Ogre Sawbutcher level 31
50th Pyre 123rd year of Ascendancy at 04:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Blackheart the Ogre Sawbutcher level 22
63rd Regrowth 123rd year of Ascendancy at 17:06 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Blackheart the Ogre Sawbutcher level 19
54th Regrowth 123rd year of Ascendancy at 01:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Blackheart the Ogre Sawbutcher level 10
1st Dusk 122nd year of Ascendancy at 21:15 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Blackheart the Ogre Sawbutcher level 42
74th Dusk 123rd year of Ascendancy at 05:55 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Blackheart the Ogre Sawbutcher level 26
7th Pyre 123rd year of Ascendancy at 05:25 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Blackheart the Ogre Sawbutcher level 24
65th Regrowth 123rd year of Ascendancy at 02:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Blackheart the Ogre Sawbutcher level 17
33rd Regrowth 123rd year of Ascendancy at 17:33 see stats
Log
Today is the 25th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 09:21.
Ran for 19 turns (stop reason: interesting terrain).
Blackheart deactivates Weapon of Wrath.
Blackheart deactivates Melting Point.
Blackheart deactivates Furnace.
Blackheart deactivates Shield of Light.
Blackheart deactivates Tempest of Metal.
Blackheart deactivates Overheat Saws.
Blackheart deactivates Premonition.
Blackheart deactivates Grinding Shield.
Blackheart deactivates Chant of Resistance.
Blackheart deactivates Weapon of Light.
Blackheart deactivates Second Life.
Blackheart deactivates Retribution.
