








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 50 / 2735% |
| Size | medium |
| Lifes / Deaths | Killed by Glorawen the skeleton magus at level 28 on the 72nd Haze 122nd year of Ascendancy at 02:49 5 / 3Killed by Mayymiwe the orc grand master assassin at level 31 on the 59th Regrowth 123rd year of Ascendancy at 08:59 Killed by Chojak at level 50 on the 69th Regrowth 124th year of Ascendancy at 21:15 |
Primary Stats
| Strength | 131.12 (base 65) |
| Dexterity | 122.12 (base 59) |
| Constitution | 78 (base 15) |
| Magic | 53 (base 15) |
| Willpower | 55 (base 26) |
| Cunning | 139.12 (base 60) |
Resources
| Life | 697/1739 |
| Mana | 559/559 |
| Stamina | 258/320 |
| Steam | 20/100 |
| Healing Factor | 1.9712903225806 |
| Regeneration | 28.090887096774 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 50.977639450308 |
| See Invisible | 50.977639450308 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 200 |
| Accuracy | 66 |
| Crit Chance | 103% |
| APR | 27 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +34% |
| Blight | +54% |
| Physical | -10% |
| All | 0% |
| Lightning | +21% |
| Temporal | +7% |
| Arcane | +9% |
| Fire | +25% |
| Nature | +43% |
Offense: Damage Penetration
| Physical | +38% |
| Acid | +15% |
| Arcane | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | -17.20176168207 (39.466327827192%) |
| Defense | 57 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 79 |
| Spell Save | 56 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 68%( 70%) |
| Blight | + 46%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 35%( 70%) |
| Physical | + 32%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 68%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 10% |
| Poison Resistance | 60% |
| Disarm Resistance | 100% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1019% 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. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 904 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 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 24 for 11 turns. While Heroism is active, you will only die when reaching -1077 life. 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 882% 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. Its effects scale with your Strength 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 238% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Grappling | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.60 |
| 4/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Exploit Weakness |
| talent | Premonition |
| talent | Chant of Fortitude |
| talent | Striking Stance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 38% chance to get an automatic counter attack when avoiding a melee attack. (2.6 counters remaining) Counter Attacking |
| beneficial effect | Increases your three highest stats by 21 and keeps you from dying even if your life drops to -980. Heroism |
| beneficial effect | Reduces acid damage received by 18%. Premonition Shield |
| beneficial effect | Blocking up to 389 total damage. Blocking |
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Reduces physical damage received by 17% and provides a 9% chance to ignore critical hits. Juggernaut |
| detrimental effect | The target has been splashed with acid, taking 46.42 acid damage per turn, reducing armour by 64 and attack by 56. Acid Splash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Metr the uruivellas. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by orc master wyrmic. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Gatta the banshee. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by fire wyrm. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell) | done |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 1 of Daikara) | failed |
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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
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 |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 655. | 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. | active |
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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed multi-hued wyrm scale. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed naga tongue. * You've found the needed minotaur nose. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | Issadradir (25 def, 14 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+7 eff.) Fatigue: +4% Damage when hit (Melee): 4 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% acid Critical mult.: +10.00% Physical save: +15 (+3 eff.) Spell save: +3 (+1 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mana each turn: +0.12 Spell crit. chance: +2% Infravision radius: +2 Activating this item is instant. It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Blazestun (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 12 temporal Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Con Changes resistances: +6% lightning / +15% temporal Changes damage: +21% lightning / +7% temporal Talent granted: +5 Iron Grip Physical save: +26 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +139% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 13% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 blight / +19 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | 123 (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str / +5 Wil / +15 Cun / +1 Con Changes resistances: +15% nature / +22% cold Changes damage: +9% blight Allows you to breathe in: water Critical mult.: +15.00% Physical save: +25 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +15 (+4 eff.) Maximum life: +100.00 Maximum vim: +30.00 Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +3 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | voratun pickaxe 'Tarriregorezor' (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% acid / +18% cold / +30% nature Changes resistances penetration: +23% physical Changes damage: +18% nature Spell save: +30 (+8 eff.) Disease immunity: +20% Disarm immunity: +10% Pinning immunity: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | 11Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 35% * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 nature Changes stats: +10 Dex / +15 Mag / +18 Cun Changes resistances: +20% blight / +12% acid Changes damage: +20% blight / +9% acid Spell save: +18 (+5 eff.) Spellpower: +13 (+3 eff.) Rings can have magical properties. |
| Around neck | okInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -15% Changes stats: +12 Dex / +10 Cun / +16 Con Changes resistances: +58% fire / +51% cold Changes resistances penetration: +15% physical Physical save: +45 (+9 eff.) Life regen: +4.30 Stamina each turn: +1.50 Only die when reaching: -40.00 life Maximum life: +76.00 Light radius: +3 Infravision radius: +1 Movement speed: +10% Amulets can have magical properties. |
| Main armor | Xivena the Shockworth (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +34 (+6 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 mind / 15 physical Changes stats: +6 Str / +7 Mag / +9 Wil / +2 Cun Changes resistances: +26% lightning Critical mult.: +20.00% Mental save: +6 (+1 eff.) Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Equilibrium when hit: +0.04 Spellpower: +21 (+5 eff.) Spell crit. chance: +9% Mindpower: +24 (+6 eff.) Mental crit. chance: +10% Heals friendly targets nearby when you use a nature summon: +50 A suit of armour made of leather. |
| Light source | Bloomminister the dwarven lanternPowered by arcane forces Infused by nature 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 12 nature Changes stats: +7 Wil / +6 Mag Changes resistances: +27% acid / +9% cold / +9% temporal Changes resistances penetration: +10% arcane Changes damage: +9% arcane Critical mult.: +20.00% Spellpower: +17 (+4 eff.) Light radius: +6 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Splendourraven (3 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Wil Changes resistances: +30% lightning / +3% light / +17% blight / +25% cold / +17% nature Physical save: +12 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +12 (+3 eff.) Disease immunity: +15% Stun/Freeze immunity: +50% Life regen: +1.70 Only die when reaching: -50.00 life Maximum mana: +60.00 Spellpower: +2 (+0 eff.) Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
| Around waist | Suntrail |
Inventory
medical injector implant (efficiency 114% / cooldown 71%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 80% / cooldown 86%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 86%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 108% / cooldown 83%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 83%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 204% / cooldown 94%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 204% efficiency and cooldown mod of 94%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 202% / cooldown 91%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 202% efficiency and cooldown mod of 91%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 50)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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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 of the titan (heal 483 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 483 life over 5 turns. 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. Press to compare to your current inscriptions |
wild infusion of the wizard (resist 27%; 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 27% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 wizard (resist 24%; 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: 20 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 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
heroism infusion of the duelist (+24 for 10 turns, die at -890)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 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 24 for 10 turns. While Heroism is active, you will only die when reaching -890 life. 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 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. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 416 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 416 damage for 3 turns. Its effects scale with your Dexterity 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. |
Rune of the Rift (370.00 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 395.90 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. |
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. |
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 (+1 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... |
insulating copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% fire / +11% cold Amulets can have magical properties. |
steel amulet 'Aduvea'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +5 Physical power: +6 (+2 eff.) Changes stats: +4 Str Talent mastery: +0.18 Technique / Unarmed training Only die when reaching: -40.00 life Amulets can have magical properties. |
Shinewither the voratun amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Changes stats: +5 Wil / +6 Mag Changes resistances: +6% light Changes resistances penetration: +5% mind Changes damage: +3% light Critical mult.: +22.00% Mental save: +8 (+2 eff.) Confusion immunity: +18% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
Arussra the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Defense: +12 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +12% blight Reduces incoming crit damage: 15.00% Mental save: +20 (+5 eff.) Knockback immunity: +10% Rings can have magical properties. |
copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Rings can have magical properties. |
ThunderripInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +11% physical Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +11% physical Physical save: +9 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +13 (+3 eff.) Confusion immunity: +24% Rings can have magical properties. |
steel ring 'Lisubrenor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes resistances: +5% arcane Spell save: +20 (+6 eff.) Mental save: +30 (+7 eff.) Poison immunity: +20% Cut immunity: +15% Stun/Freeze immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
CinderlaceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Dex / +6 Cun / +2 Con Changes resistances: +6% blight / +9% fire / +6% darkness / +15% physical Changes damage: +15% physical Spell save: +16 (+5 eff.) Maximum stamina: +19.00 Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-8 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-8 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite ring 'Darkpanic'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +7 Str / +8 Mag / +7 Wil Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Changes damage: +9% darkness / +6% arcane Blindness immunity: +20% Stun/Freeze immunity: +36% Life regen: +3.40 Spellpower: +13 (+3 eff.) Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 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 (+9 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. |
voratun ring 'Drirolin'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: Accuracy: +17 (+4 eff.) Armour penetration: +12 Defense: +16 (+5 eff.) Changes stats: +3 Mag / +1 Wil / +6 Con Changes resistances: +20% mind / +38% light Changes damage: +15% blight / +9% arcane / +20% mind / +19% light Spell save: +20 (+6 eff.) Mana when firing critical spell: +3.00 Maximum stamina: +32.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Kindlewasp'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Fatigue: -7% Changes stats: +8 Str / +26 Con Changes resistances: +3% blight / +12% fire / +12% temporal Changes resistances penetration: +15% fire Changes damage: +6% temporal Maximum encumbrance: +40 Physical save: +20 (+4 eff.) Spell save: +20 (+6 eff.) Maximum stamina: +39.00 Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
This item will automatically be transmogrified when you leave the level.Isoriwe the voratun battleaxe (59-88.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +30% Damage (Melee): +28 lightning When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +12 (+3 eff.) Armour: +8 Damage when hit (Melee): 20 physical Changes stats: +7 Mag Changes resistances penetration: +15% temporal Life regen: +1.00 Healing mod.: +15% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.iron longsword of erosion (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 nature / +8 temporal Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+3 eff.) It can be used to activate talent Battle Call (costing 12 power out of 20/20) : Effective talent level: 2.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
This item will automatically be transmogrified when you leave the level.Velubeth the voratun waraxe (41.5-58.1 power, 13 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +12 physical When wielded/worn: Armour: +8 Changes stats: +3 Cun / +6 Con Physical save: +24 (+5 eff.) Pinning immunity: +20% Healing mod.: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dragonbone longbow of dampening Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances: +26% acid / +24% fire / +26% lightning / +23% cold Spell save: +23 (+7 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.sentry's pouch of voratun shots of annihilation (55/55, 73.5-88.2 power, 30 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 73.5 - 88.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +30 Crit. chance: +19.0% Capacity: 55 Turns elapse between self-loadings: 2 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.deflecting iron shield of temporal resistance (+12%) (10 def, 2 armour, 17.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Talent granted: +1 Block Deflect projectiles away: +7% Handheld deflection devices. |
Boryrion (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +4 Str / +2 Wil Changes resistances: +8% blight Life regen: +2.50 Vim when firing critical spell: +5.00 Maximum life: +62.00 Spellpower: +10 (+2 eff.) Healing mod.: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubayanor (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +3% temporal / +3% darkness / +16% fire / +31% cold Changes damage: +11% fire / +21% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Murksweep the silk robe (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 darkness Changes stats: +5 Str / +8 Mag / +7 Wil Changes resistances: +9% lightning / +33% cold / +3% darkness / +9% blight Changes resistances penetration: +5% blight / +15% physical / +14% darkness Changes damage: +16% lightning / +20% physical / +13% darkness / +6% blight / +27% cold Maximum hate: +10.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven elven-silk robe of frost (+14%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +14% lightning / +44% cold Changes damage: +19% lightning / +13% physical / +40% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mokalthontir (10 def, 13 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +10 (+3 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 8 darkness Changes stats: +7 Dex / +2 Mag / +9 Cun Changes resistances: +22% temporal / +38% darkness / +14% light Changes resistances penetration: +10% arcane Changes damage: +6% temporal Spell crit. chance: +7% Defense after a teleport: +26 Resist all after a teleport: +22% New effects duration reduction after a teleport: +24% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 15 turns. A suit of armour made of leather. |
Glowhacker (27 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +8.0% Armour: +8 Defense: +27 (+7 eff.) Ranged Defense: +11 (+3 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage (Melee): 17 acid / 16 fire Damage when hit (Melee): 14 acid / 13 fire Changes stats: +3 Dex Changes resistances: +24% acid / +30% fire / +6% light Changes resistances penetration: +25% light Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Stamina each turn: +1.10 Movement speed: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 6.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 274 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Grinosarach the Morningonslaught (22 def, 24 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +24 Defense: +22 (+6 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 14 light Changes stats: +8 Dex / +4 Wil / +11 Cun Changes resistances: +23% blight / +23% darkness / +9% light Changes damage: +3% temporal Mental save: +20 (+5 eff.) Light radius: +5 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour 'Shockworm' (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 mind Changes stats: +12 Str / +8 Wil / +2 Cun Changes resistances: +26% cold Changes resistances penetration: +25% lightning See invisible: +15 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of fire resistance (14 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +9 Str / +10 Dex Changes resistances: +28% fire Physical save: +19 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour of clarity (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +9 Cun / +9 Wil Changes resistances: +7% mind Mental save: +46 (+11 eff.) A suit of armour made of mail. |
rough leather belt 'Cyrasera'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +5% arcane Changes resistances penetration: +25% mind Changes damage: +9% mind / +15% arcane Physical save: +7 (+1 eff.) Mindpower: +3 (+0 eff.) A belt that goes around your waist. |
rough leather belt 'Elossra'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +9 (+3 eff.) Changes stats: +4 Str / +3 Dex Changes damage: +9% physical Stealth bonus: +6 Maximum hate: +2.00 Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Ulfagorn'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Changes resistances: +12% mind / +9% nature Trap disarming bonus: +7 Stealth bonus: +7 Spell save: +3 (+1 eff.) Blindness immunity: +10% Silence immunity: +5% Infravision radius: +3 A belt that goes around your waist. |
Xanemithra the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +3 Str / +4 Dex / +4 Cun / +6 Lck Changes resistances: +5% arcane Critical mult.: +8.00% Trap disarming bonus: +8 Stealth bonus: +7 Mental save: +7 (+2 eff.) Spellpower: +4 (+1 eff.) Infravision radius: +4 A belt that goes around your waist. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
This item will automatically be transmogrified when you leave the level.Nimbusbreacher Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +4 Mag / +3 Wil / +4 Con Changes resistances: +27% lightning / +15% temporal Changes resistances penetration: +15% lightning Critical mult.: +20.00% Mental save: +12 (+3 eff.) Light radius: +3 A belt that goes around your waist. |
Dazzlesweep (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Changes stats: +3 Wil Changes resistances penetration: +5% light Changes damage: +12% light / +3% darkness Mental save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Saloleba the Splendourquarry (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Cun / +4 Con Changes damage: +9% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Burnwar' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -8% Changes stats: +3 Str Changes resistances: +3% fire Maximum life: +30.00 Infravision radius: +1 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Nudogas' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +12% lightning Physical save: +6 (+1 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +5% Cut immunity: +5% Knockback immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.enveloping elven-silk cloak of Eldoral (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Changes stats: +4 Cun / +3 Dex Physical save: +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Breezenull the pair of rough leather boots (9 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +1% Changes stats: +6 Str / +3 Con Changes resistances: +7% fire / +7% cold Changes damage: +9% nature / +6% physical Maximum stamina: +10.00 A pair of boots made of leather. |
Splendourqueen (10 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +7 Defense: +10 (+3 eff.) Fatigue: +1% Changes stats: +2 Str Changes resistances penetration: +10% light Stamina each turn: +0.60 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.8 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 62 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes resistances: +6% fire / +5% cold A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Bregogar' (4 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% temporal / +6% nature / +5% arcane Changes resistances penetration: +10% mind Physical save: +0 (+0 eff.) Spell save: +20 (+6 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Life regen: +2.30 Healing mod.: +21% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.grounding pair of voratun boots of uncanny dodging (7 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Changes resistances: +15% lightning / +13% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 90.07 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blind's kiss the hardened leather gloves (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +7.0% Armour: +2 Changes stats: +4 Dex Changes resistances penetration: +5% arcane / +10% light Critical mult.: +7.00% Physical save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% Spell crit. chance: +9% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +3 Crit. chance: +16.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +4 light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Damage (Melee): 6 mind Changes stats: +3 Str Changes resistances: +5% mind Changes damage: +3% mind When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Psychic Lobotomy (20% chance level 3). Burst (radius 2) on crit: +7 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloudquake (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 9 acid / 12 temporal / 8 cold / 9 fire / 10 lightning Damage (Ranged): 12 temporal Changes stats: +3 Mag / +2 Wil Changes resistances: +10% temporal Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +7% temporal Critical mult.: +13.00% Disarm immunity: +0% Spell crit. chance: +14% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 167% When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn Damage (Melee): +8 ice / +12 acid / +29 fire / +29 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.drakeskin leather gloves 'Ragogaleg' (0 def, 7 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Armour: +7 Changes stats: +6 Dex / +6 Mag / +6 Cun / +5 Con Changes resistances: +9% light / +10% darkness Physical save: +25 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +46% Maximum stamina: +10.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +21.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +25 physical Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +48 light / +4 temporal / +50 darkness / +8 mind Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Bogvile' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage when hit (Melee): 12 acid Changes stats: +3 Str Changes resistances: +3% acid Changes damage: +3% nature When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Mana Clash (5% chance level 1). When this weapon hits: Destroy Magic (100% chance level 3). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Barabers (0 def, 21 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +21 Armour Hardiness: +13% Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 34 mind / 19 darkness Damage when hit (Melee): 20 arcane Changes stats: +2 Str / +3 Mag / +8 Con Changes resistances: +10% physical Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Mental save: -8 (-2 eff.) Disarm immunity: +0% Life regen: +6.00 Stamina each turn: +1.10 Psi each turn: +0.34 Mindpower: +9 (+2 eff.) When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Second Wind (10% chance level 1). It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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. |
Emeluletha (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +10 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Wil Changes resistances: +12% nature Physical save: +8 (+1 eff.) Life regen: +0.80 Maximum life: +30.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.insulating drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% fire / +15% cold Stamina when hit: +3.00 Equilibrium when hit: +2.30 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.insulating drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% fire / +15% cold Allows you to breathe in: water A cap made of leather. |
Blackbraze the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% darkness Grants telepathy: Humanoid/Orc Mental save: +9 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Mayenn the Searbraid (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 acid / 10 physical Changes stats: +0 Cun / +4 Str Changes resistances: +12% acid / +14% cold / +34% fire / +11% nature / +10% lightning Changes resistances penetration: +10% acid / +5% fire Spell save: +10 (+3 eff.) Mental save: +0 (+0 eff.) Maximum life: +69.00 Healing mod.: +20% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 712.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
4 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
2 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 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. |
7 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
11 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
6 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. |
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. |
10 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. |
7 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. |
12 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. |
15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2092 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. |
54 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. |
IslarathraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane Spell save: +9 (+3 eff.) Maximum life: +40.00 Maximum mana: +80.00 Maximum vim: +40.00 Light radius: +2 Damage Shield penetration: +20% 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +4 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. |
alchemist's lamp 'Adyrin'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 15 fire Changes resistances: +3% acid / +6% fire / +9% nature Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +5% Light radius: +6 See stealth: +10 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Gyrawen the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +11 Cun Changes resistances: +15% darkness / +15% light Changes resistances penetration: +15% mind Changes damage: +15% light / +15% darkness Damage affinity(heal): +5% light / +5% darkness Critical mult.: +15.00% Mental save: +10 (+2 eff.) Maximum psi: +20.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Light radius: +2 Infravision radius: +14 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 164.42 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ZyzorInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +1.0% Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +1 Dex / +7 Wil / +9 Cun / +6 Con Changes resistances: +13% blight Changes damage: +15% mind / +9% acid Mental save: +14 (+3 eff.) Life regen: +7.10 Light radius: -6 Infravision radius: +9 See stealth: +21 See invisible: +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Gloomriver'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 16 physical Changes resistances: +9% darkness Changes resistances penetration: +15% darkness Physical save: +48 (+9 eff.) Mental save: +7 (+2 eff.) Maximum life: +30.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
perfect waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +25% nature / +25% cold Tinkers can be attached to normal items to improve them with steam power! |
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! |
great frost salve [power 47] great frost salve [power 47]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 238% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (47% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great pain suppressor salve [power 580] great pain suppressor salve [power 580]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 238% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -580 life and reduces all damage by 23% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing frost salve [power 54] amazing frost salve [power 54]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (54% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 773] amazing healing salve [power 773]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 63% cooldown modifier. It can be used to heal 773, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 676] amazing pain suppressor salve [power 676]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -676 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 54] amazing water salve [power 54]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (54% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Bloomedge' (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str Changes resistances: +5% arcane / +6% fire / +7% darkness / +6% nature Changes resistances penetration: +15% arcane Changes damage: +6% nature Physical save: +9 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +89.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Flashdeath' (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +3 Str Changes resistances: +1% physical / +6% light / +9% temporal / +7% fire / +3% nature / +6% darkness Physical save: +10 (+2 eff.) Stun/Freeze immunity: +5% Only die when reaching: -20.00 life Maximum life: +25.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 2.8 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +70 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
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)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)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)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (3/3)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 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 589.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Isovea [power 69] (3/12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Physical save: +12 (+2 eff.) Disarm immunity: +10% Confusion immunity: +15% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 69 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
Gleamsting the dragonbone totem of thorny skin [power 90] (3/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% temporal Changes resistances penetration: +15% acid / +15% light Changes damage: +6% light Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Ce'Netha [power 91] (3/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes damage: +3% arcane Spell save: +3 (+1 eff.) Mana each turn: +0.04 It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Chojak the Cornac Brawler level 41
32nd Dusk 123rd year of Ascendancy at 01:24 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Chojak the Cornac Brawler level 50
1st Regrowth 124th year of Ascendancy at 03:30 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Chojak the Cornac Brawler level 40
30th Dusk 123rd year of Ascendancy at 08:08 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Chojak the Cornac Brawler level 45
47th Dusk 123rd year of Ascendancy at 14:21 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Chojak the Cornac Brawler level 50
3rd Allure 124th year of Ascendancy at 19:20 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Chojak the Cornac Brawler level 44
43rd Dusk 123rd year of Ascendancy at 13:52 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Chojak the Cornac Brawler level 26
25th Haze 122nd year of Ascendancy at 06:24 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Chojak the Cornac Brawler level 37
6th Dusk 123rd year of Ascendancy at 19:36 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Chojak the Cornac Brawler level 9
20th Dusk 122nd year of Ascendancy at 17:55 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Chojak the Cornac Brawler level 50
9th Allure 124th year of Ascendancy at 09:50 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Chojak the Cornac Brawler level 42
40th Dusk 123rd year of Ascendancy at 09:47 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Chojak the Cornac Brawler level 34
72nd Regrowth 123rd year of Ascendancy at 11:54 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Chojak the Cornac Brawler level 50
32nd Regrowth 124th year of Ascendancy at 22:05 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Chojak the Cornac Brawler level 22
11st Haze 122nd year of Ascendancy at 18:36 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Chojak the Cornac Brawler level 50
48th Regrowth 124th year of Ascendancy at 16:40 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 Chojak the Cornac Brawler level 25
19th Haze 122nd year of Ascendancy at 09:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Chojak the Cornac Brawler level 10
27th Dusk 122nd year of Ascendancy at 12:14 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Chojak the Cornac Brawler level 20
3rd Haze 122nd year of Ascendancy at 13:45 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Chojak the Cornac Brawler level 30
53rd Regrowth 123rd year of Ascendancy at 13:07 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Chojak the Cornac Brawler level 40
29th Dusk 123rd year of Ascendancy at 09:40 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Chojak the Cornac Brawler level 50
38th Haze 123rd year of Ascendancy at 14:41 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Chojak the Cornac Brawler level 50
46th Regrowth 124th year of Ascendancy at 01:14 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Chojak the Cornac Brawler level 35
35th Pyre 123rd year of Ascendancy at 09:34 see stats
Selfless (Insane (Adventure) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Chojak the Cornac Brawler level 50
69th Regrowth 124th year of Ascendancy at 21:15 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Chojak the Cornac Brawler level 32
68th Regrowth 123rd year of Ascendancy at 06:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Chojak the Cornac Brawler level 21
8th Haze 122nd year of Ascendancy at 04:12 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Chojak the Cornac Brawler level 43
40th Dusk 123rd year of Ascendancy at 15:19 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Chojak the Cornac Brawler level 50
69th Regrowth 124th year of Ascendancy at 21:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Chojak the Cornac Brawler level 8
11st Dusk 122nd year of Ascendancy at 23:02 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Chojak the Cornac Brawler level 50
46th Regrowth 124th year of Ascendancy at 14:09 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Chojak the Cornac Brawler level 27
43rd Haze 122nd year of Ascendancy at 23:00 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Chojak the Cornac Brawler level 49
38th Haze 123rd year of Ascendancy at 14:22 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Chojak the Cornac Brawler level 35
51st Pyre 123rd year of Ascendancy at 23:01 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Chojak the Cornac Brawler level 47
1st Time of Equilibrium 123rd year of Ascendancy at 07:59 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Chojak the Cornac Brawler level 22
11st Haze 122nd year of Ascendancy at 08:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Chojak the Cornac Brawler level 15
57th Dusk 122nd year of Ascendancy at 20:57 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Chojak the Cornac Brawler level 40
29th Dusk 123rd year of Ascendancy at 19:30 see stats
Log
Chojak performs a melee critical strike against Cold drake hatchling!
Chojak performs a melee critical strike against Cold drake hatchling!
Cold drake hatchling shrugs off the critical damage!
Cold drake hatchling resists the blinding light!
Chojak uses Juggernaut.
Chojak performs a melee critical strike against Cold drake hatchling!
Chojak hits Cold drake hatchling for 688 physical, 21 physical, 6 blight, 13 temporal, 302 physical, 22 physical, 6 blight, 13 temporal, 582 physical (1654 total damage).
Cold drake hatchling hits Chojak for (3 resist armour), 0 cold, (3 resist armour), 0 cold, (3 resist armour), 0 cold (0 total damage).
Chojak killed Cold drake hatchling!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Argoniel explodes into a shower of gore!
You feel a surge of power as a powerful creature falls nearby.
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Insane (Adventure) difficulty)!
Option unlocked: New game difficulty mode: Madness
Saving done.
Chojak deactivates Striking Stance.
Chojak deactivates Chant of Fortitude.
Chojak's skin returns to normal.
Chojak is moving less freely.
The protective shield of Chojak disappears.
Chojak deactivates Trained Reactions.
Chojak deactivates Premonition.
Chojak deactivates Exploit Weakness.
Chojak is free from the acid.








































































































































































