Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Marksman 1.4.9A complete rework for Archer. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
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: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Logical Alchemists 1.3.3Makes alchemists focus on creating elixirs that you are not currently helping them with. Boneling Talent Tree 1.4.8Adds in the Boneling tree for Corrupters and Reavers. Summon forth a swarm of self-replicating(and self-destructive) Boneling minions. Carve two Bonelings from target foe's body, dealing Moderate Physical damage. Bonelings are weak melee attackers. Whenever they land an attack on a foe, they spawn another Boneling, up to a maximum which scales with TL and Willpower. - Splinter Overload target Boneling with extra Vim, causing it to explode for High Physical damage in a small radius. The primary explosion can hurt friendlies. Additionally, upon learning this talent, any Bonelings that die via any means explode for Minor Physical damage in a radius of 1. The secondary explosion does not hurt friendlies.- Collar Bone Must target foe that is surrounded by at least 2 Bonelings. All adjacent Bonelings sacrifice themselves to attach to target foe, reducing their damage dealt for 5 turns by a Moderate value. - Rough Ribbed You have learnt to intwine yourself with your Bonelings. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Beyond the Flesh Tweak 1.4.9Tweaks beyond the flesh so that each time the talent is activated a check will be made to determine if using 'psi-combat' stats (wil/cun) will be more or less effective for your currently conventionally wielded weapons. If these stats would be worse, the 'use_psi_combat' value is not set for the player, allowing them to use the sustain while using the normal stats for weapons. Mostly useful for Adventurer builds. As of the first version, only checks the mainhand or ammo if you're wielding a ranged weapon, mostly ignores the accuracy issue (save for a single check if you have a staff in your mainhand), also effects the psi focus weapon, and any and all support for shields, unarmed attacks, and talents such as Strength of Purpose or Lethality is entirely incidental. See the forum thread for a list of known issues, mostly just those listed above. As of NSRR Betterment Version 1, most of that's fixed to one degree or another. Check thread for details, or don't and just know it's working better now. Special credit to forum user/addon maker nsrr, who probably deserves more credit for the contents of this addon than I do. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Prismatic Golem |
| Class | Psionic Hero |
| Level / Exp | 150 / 2% |
| Size | big |
| Lifes / Deaths | Killed by Fath the shalore at level 83 on the 15th Haze 122nd year of Ascendancy at 08:04 6 / 1 |
Primary Stats
| Strength | 234 (base 100) |
| Dexterity | 199 (base 100) |
| Constitution | 325 (base 10) |
| Magic | 165 (base 100) |
| Willpower | 63 (base 15) |
| Cunning | 242 (base 100) |
Resources
| Mana | 1573/1573 |
| Life | 8467/8527 |
| Paradox | 300 |
| Hate | 100/100 |
| Psi | 173/173 |
| Vim | 1092/1097 |
| Positive | 427/427 |
| Stamina | 1350/1350 |
| Steam | 100/100 |
| Healing Factor | 2.5 |
| Regeneration | 57.25 |
Speed
| Mental | +113.06168998093% |
| Attack | 0% |
| Movement | +675.59682488049% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 12 |
| Lite | -2 |
| Infravision | 23 |
| See Invisible | 53 |
Offense: Mainhand
| Damage | 271 |
| Accuracy | 106 |
| Crit Chance | 316% |
| APR | 31 |
| Speed | 0.47 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 192 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 82 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +73% |
| Blight | +45% |
| Arcane | +41% |
| Cold | +98% |
| All | +23% |
| Mind | +29% |
| Lightning | +43% |
| Light | +59% |
| Temporal | +105% |
| Physical | +286% |
| Darkness | +92% |
| Fire | +85% |
| Nature | +39% |
Offense: Damage Penetration
| Acid | +5% |
| Blight | +15% |
| Arcane | +40% |
| Mind | +10% |
| Darkness | +17% |
| Temporal | +35% |
| Physical | +117% |
| Fire | +45% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 386.28206484035 (30%) |
| Defense | 108 |
| Ranged Defense | 113 |
| Fatigue | 11 |
| Physical Save | 147 |
| Spell Save | 98 |
| Mental Save | 121 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 56%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 70%( 70%) |
| All | + 19%( 70%) |
| Mind | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 46%( 70%) |
| Physical | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 15% |
| Disarm Resistance | 10% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 418 damage for 7 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 417 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 269 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Rampage | 1.20 |
| 15/5 |
| 15/5 |
| 15/5 |
| 0/5 |
| Corruption / Bone | 1.20 |
| 15/5 |
| 3/5 |
| 1/5 |
| 15/5 |
| Technique / Magical combat | 1.20 |
| 2/5 |
| 13/5 |
| 11/5 |
| 4/5 |
| Corruption / Doom shield | 1.20 |
| 1/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Combat | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Chronomancy / Flux | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.20 |
| 1/5 |
| 1/5 |
| 14/5 |
| 0/5 |
| Spell / Stone | 1.20 |
| 15/5 |
| 1/5 |
| 1/5 |
| 15/5 |
Generic Talents
| Technique / Unarmed training | 1.20 |
| 1/5 |
| 15/5 |
| 1/5 |
| 4/5 |
| Corruption / Demonic strength | 1.20 |
| 1/5 |
| 1/5 |
| 15/5 |
| 15/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Wicked Mind | 1.40 |
| 15/5 |
| 15/5 |
| 15/5 |
| 0/5 |
| Chronomancy / Energy | 1.20 |
| 15/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Staff combat | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Retribution |
| talent | Arcane Combat |
| talent | Wicked Fervor |
| talent | Arcane Shield |
| talent | Crystalline Focus |
| talent | Hardened Core |
| talent | Shielding |
| talent | Beyond the Flesh |
| talent | Arcane Feed |
| talent | Energy Decomposition |
| talent | Bone Shield |
| talent | Weapon of Wrath |
| talent | Shield of Light |
| talent | Abyssal Shield |
| talent | Reality Smearing |
| talent | Second Life |
| talent | Premonition |
| talent | Defensive Posture |
| talent | Weapon of Light |
| beneficial effect | The target is surrounded by a magical shield, absorbing 3199/3199 damage before it crumbles. Damage Shield |
| beneficial effect | The target is rampaging! (+646% movement speed, +103% attack speed, +72% physical damage, +43 physical save, +43 mental save, 0/199 damage shrugged off this turn) Rampaging |
| beneficial effect | Increases the effectiveness of all healing the target receives by 188%. Empowered Healing |
| detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
| beneficial effect | The target's spellpower has been increased by 54. Spellsurge |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Reduces light damage received by 37%. Premonition Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 24. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed ritch stinger. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed wretchling eyeball. * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. * You've found the needed red crystal shard. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | yew starstaff 'Blackbone' (144% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 145% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 temporal Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +11.0% Defense: +38 (+6 eff.) Effects on melee hit: * 11% chance to disease Damage (Melee): 18 % chance of confusion / 54 fire Changes resistances: +10% temporal / +17% darkness / +6% mind Changes damage: +36% darkness / +36% physical / +36% light / +36% temporal Talents granted: +3 Flame Bolts +1 Command Staff Critical mult.: +76.00% Vim when firing critical spell: +4.00 Maximum vim: +23.00 Spellpower: +61 (+6 eff.) Spell crit. chance: +3% See invisible: +26 Damage Shield penetration: +66% Defense after a teleport: +23 Resist all after a teleport: +17% New effects duration reduction after a teleport: +31% Reduces paradox anomalies(equivalent to willpower): +18 Staves designed for wielders of magic, by the greats of the art. |
| In mouth | Windborne AzuriteRequires: - Level 25 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. This item has been sent to the Item's Vault. |
| On hands | Scorchpeal (0 def, 12 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +29 (+5 eff.) Physical crit. chance: +27.0% Armour: +12 Damage (Melee): 9 arcane / 14 darkness Damage when hit (Melee): 16 light Changes stats: +4 Dex / +7 Mag / +8 Wil / +4 Cun Changes resistances: +12% fire / +8% arcane / +22% darkness Changes resistances penetration: +10% arcane Changes damage: +8% darkness / +6% blight Critical mult.: +21.00% Spell save: +10 (+2 eff.) Mental save: +21 (+3 eff.) Life regen: +2.80 Stamina each turn: +1.40 Vim when firing critical spell: +2.00 Maximum life: +128.00 Maximum stamina: +28.00 Spell crit. chance: +27% Mental crit. chance: +27% Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Power: 157% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +3 Crit. chance: +41.0% Attack speed: 167% When this weapon hits: Battle Shout (20% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (40% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 11% chance to inflict 15% damage reduction Damage (Melee): +19 darkness / +29 arcane Burst (radius 1) on hit: +8 light It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | NeryrennePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +6 Mag / +2 Wil / +7 Cun Reduces incoming crit damage: 10.00% Spellpower: +6 (+1 eff.) Light radius: -6 Infravision radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | voratun helm 'Anorath' (20 def, 14 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: Accuracy: +12 (+2 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +12 (+1 eff.) Armour: +14 Defense: +20 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +16 Str / +10 Dex / +6 Mag / +32 Cun / +34 Con / +14 Lck Changes resistances: +14% acid / -40% light / +15% lightning / +25% cold / +15% fire / +48% mind / +4% all Allows you to breathe in: water Reduces incoming crit damage: 5.00% Physical save: +15 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +71 (+10 eff.) Confusion immunity: +98% Life regen: +8.00 Vim when firing critical spell: +3.00 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +9% Mental crit. chance: +6% Light radius: +4 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Bregyrab the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +6 Str / +6 Dex / +3 Con / +6 Lck Changes resistances penetration: +7% physical Stealth bonus: +6 Physical save: +20 (+2 eff.) Life regen: +0.40 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.4 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | iron pickaxe 'Burnwasp' (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 4 mind / 8 fire Changes stats: +5 Str / +2 Mag / +6 Wil Changes resistances penetration: +15% fire Maximum mana: +27.00 Maximum psi: +20.00 Spell crit. chance: +5% Lowers spell cool-downs by: 10% Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Satyrstar the gold ring Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +46 (+7 eff.) Armour penetration: +13 Physical power: +33 (+3 eff.) Armour: +14 Defense: +13 (+2 eff.) Damage when hit (Melee): 8 mind / 20 nature Changes stats: +22 Str / +24 Dex / +1 Wil / +24 Cun / +16 Con Changes resistances: +26% blight / +16% nature Changes resistances penetration: +15% blight / +15% fire Changes damage: +16% blight / +6% fire / +6% nature / +7% all Physical save: +14 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +36 (+5 eff.) Poison immunity: +21% Disease immunity: +22% Confusion immunity: +75% Vim when hit: +2.00 Spellpower: +14 (+2 eff.) Mindpower: +11 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% 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. |
| On fingers | voratun ring 'Beregokhad' Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Defense: +16 (+3 eff.) Damage when hit (Melee): 20 mind / 12 temporal Changes stats: +9 Str / +13 Mag / +22 Cun / +8 Con Changes resistances: +9% mind / +32% cold Changes resistances penetration: +5% temporal Changes damage: +3% temporal / +3% mind / +16% cold Vim when hitting in melee: +2.00 Spellpower: +26 (+3 eff.) Rings can have magical properties. |
| Around neck | stralite amulet 'Galeglamour'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +9 (+1 eff.) Defense: +17 (+3 eff.) Fatigue: -9% Changes stats: +7 Dex / +10 Wil / +9 Cun / +20 Con / +17 Lck Changes resistances: +26% light / +23% darkness / +26% fire / +5% arcane / +26% cold Changes resistances penetration: +15% arcane / +10% lightning Changes damage: +9% physical Talent mastery: +0.22 Technique / Marksmanship Critical mult.: +5.00% Physical save: +52 (+6 eff.) Spell save: +31 (+5 eff.) Mental save: +45 (+6 eff.) Blindness immunity: +70% Confusion immunity: +44% Life regen: +6.30 Stamina each turn: +1.30 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +129.00 Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +26 (+5 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +13 Movement speed: +10% Combat speed: +10% Damage Shield penetration: +20% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
| In main hand | Lavatide the yew vilestaff (120% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +32.0% Defense: +23 (+4 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 28% chance to disease Damage (Melee): 9 % chance of confusion / 27 fire Damage when hit (Melee): 16 acid Changes stats: +6 Con Changes resistances: +12% nature / +11% temporal / +10% darkness / +6% light Changes resistances penetration: +5% acid / +15% fire / +10% physical Changes damage: +20% physical Talents granted: +5 Flame Bolts +1 Command Staff Critical mult.: +77.00% Disease immunity: +10% Cut immunity: +30% Silence immunity: +10% Teleport immunity: +15% Life regen: +1.40 Mana each turn: +0.28 Vim when firing critical spell: +8.00 Maximum vim: +52.00 Spellpower: +45 (+5 eff.) Spell crit. chance: +14% See invisible: +14 Healing mod.: +21% Damage Shield penetration: +34% Defense after a teleport: +23 Resist all after a teleport: +17% New effects duration reduction after a teleport: +31% Reduces paradox anomalies(equivalent to willpower): +19 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | drakeskin leather belt 'Gurin'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Physical power: +13 (+1 eff.) Armour: +15 Defense: +21 (+3 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +6 Str / +18 Dex / +16 Cun / +10 Con / +10 Lck Changes resistances: +25% lightning / +12% temporal / +3% darkness / +10% fire / +3% nature / +10% acid / +15% cold / +12% mind / +3% light Reduced damage from: +42% Summoned Trap disarming bonus: +30 Stealth bonus: +11 Physical save: +87 (+11 eff.) Spell save: +9 (+2 eff.) Mental save: +44 (+6 eff.) Pinning immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +10% Maximum life: +70.00 Mindpower: +29 (+6 eff.) Mental crit. chance: +30% Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
| In off hand | voratun shield 'Lorygas' (27 def, 35 armour, 510 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +35 Defense: +27 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to daze at end of turn Changes stats: +3 Str / +8 Dex / +14 Con Changes resistances: +12% acid / +4% physical / +0% blight / +13% fire / +13% cold / +33% lightning Reduce damage by fixed amount: +0 blight Grants telepathy: All Talent granted: +5 Block Reduces incoming crit damage: 15.00% Physical save: +30 (+4 eff.) Spell save: +3 (+1 eff.) Stun/Freeze immunity: +10% Maximum life: +100.00 Deflect projectiles away: +19% Handheld deflection devices. |
| Cloak | Ravenborn the elven-silk cloak (43 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +6 Defense: +43 (+7 eff.) Changes stats: +12 Str / +12 Dex / +10 Wil / +12 Cun / +12 Con Changes resistances: +30% lightning / +25% light / +6% arcane / +20% blight / +25% fire / +20% nature / +28% darkness Changes resistances penetration: +17% darkness / +10% mind Changes damage: +9% arcane / +25% darkness / +3% mind Talent mastery: +0.40 Technique / Combat training Critical mult.: +5.00% Stealth bonus: +39 Physical save: +60 (+7 eff.) Spell save: -30 (-6 eff.) Mental save: +36 (+5 eff.) Stun/Freeze immunity: +50% Life regen: +3.00 Stamina each turn: +1.30 Mana each turn: -0.60 Equilibrium when hit: +0.04 Only die when reaching: -50.00 life Maximum life: +71.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gekhad (13 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Ranged Defense: +8 (+1 eff.) Damage when hit (Melee): 16 arcane Changes stats: +31 Mag / +11 Wil / +8 Cun Changes resistances: +79% acid / +75% physical / +76% fire / +71% cold Changes resistances penetration: +30% temporal / +15% arcane / +25% physical Changes damage: +50% acid / +43% temporal / +96% physical / +56% fire / +59% cold / +9% arcane / +16% all Talent cooldown: Refit Golem (-23 turns) Critical mult.: +20.00% Spell save: +63 (+11 eff.) Blindness immunity: +10% Cut immunity: +15% Silence immunity: +89% Disarm immunity: +10% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +14 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +100.00 Spellpower: +98 (+10 eff.) Spell crit. chance: +22% Global speed: +20% Reduces paradox anomalies(equivalent to willpower): +28 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant (steam 4)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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.2 steam per turn. Can be activated for an instant burst of 21 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
savior's copper amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Critical mult.: +12.00% Physical save: +13 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +13 (+2 eff.) Amulets can have magical properties. |
Ce'NissraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Cun / +3 Mag Changes resistances: +6% blight Changes resistances penetration: +10% blight Stun/Freeze immunity: +23% Life regen: +1.00 Vim when hit: +0.00 Spellpower: +7 (+1 eff.) Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Zerygorn the copper ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Str / +5 Dex / +4 Mag / +11 Cun Changes damage: +6% temporal Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Mental save: +7 (+1 eff.) Confusion immunity: +23% Spellpower: +6 (+1 eff.) See invisible: +3 Rings can have magical properties. |
elm starstaff 'Aerita' (100% power, 2 apr, physical element)Requires: - Magic 11 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to disease When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +20.0% Physical power: +7 (+1 eff.) Defense: +7 (+1 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +3 Mag / +7 Cun / +2 Con Changes resistances: +3% nature / +2% physical Changes damage: +9% blight / +10% physical Talent granted: +1 Command Staff Critical mult.: +46.00% Poison immunity: +5% Mana each turn: +0.16 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Maximum vim: +26.00 Maximum neg.energy: +26.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +4% Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
short elm starstaff of illumination (100% power, 2 apr, physical element)Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.2 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 326.73 light damage. Staves designed for wielders of magic, by the greats of the art. |
Armymadir the Venomrigor (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +19.0% Physical power: +11 (+1 eff.) Armour: +17 Armour Hardiness: +7% Defense: +9 (+1 eff.) Damage (Melee): 24 fire Changes stats: +6 Mag / +7 Cun / +7 Con Changes resistances: +10% physical / +11% temporal / +17% darkness / +6% light Maximum wards: +3 physical Changes resistances penetration: +15% nature / +30% blight Changes damage: +20% physical Talents granted: +4 Ward +1 Command Staff Critical mult.: +78.00% Physical save: +8 (+1 eff.) Mental save: +10 (+1 eff.) Blindness immunity: +5% Silence immunity: +10% Stun/Freeze immunity: +15% Mana each turn: +0.27 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +72.00 Maximum vim: +38.00 Maximum neg.energy: +35.00 Spellpower: +33 (+4 eff.) Spell crit. chance: +20% See invisible: +11 Defense after a teleport: +22 Resist all after a teleport: +17% New effects duration reduction after a teleport: +31% Reduces paradox anomalies(equivalent to willpower): +17 It can be used to conjure elemental energy in a radius 6 cone, dealing 332.89 to 399.46 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff (129% power, 5 apr, physical element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +25% physical Talents granted: +2 Flame Bolts +1 Command Staff Critical mult.: +12.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Noonquick the dragonbone magestaff (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 light / +12 fire When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Changes resistances: +12% acid / +15% temporal / +13% darkness Maximum wards: +2 physical Changes damage: +6% fire / +30% physical Talents granted: +5 Ward +1 Command Staff Mana each turn: +0.68 Maximum mana: +100.00 Spellpower: +58 (+6 eff.) Spell crit. chance: +15% Light radius: +1 Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +27% Reduces paradox anomalies(equivalent to willpower): +23 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe 'Xeromina' (115% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 115% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +13 cold When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +1 Dex / +4 Mag Grants telepathy: Dragon See invisible: +3 Massive two-handed battleaxes. |
flaming stralite greatsword of massacre (169% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 170% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire Massive two-handed swords. |
arcing iron mace of daylight (108% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 108% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +6 light Damage against: +5% Undead When wielded/worn: Blunt and deadly. |
Camykalthodin the Glareschism (117% power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 117% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to disease * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 blight / +8 fire When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Defense: +7 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes stats: +2 Str / +1 Wil / +4 Cun / +2 Con Changes resistances: +3% light Changes resistances penetration: +7% physical / +7% fire / +7% darkness / +6% mind Changes damage: +3% light / +14% physical Disarm immunity: +26% Stamina when hit: +0.90 Global speed: +2% One-handed war axes. |
Scorpionspawner (4 def, 2 armour, 19 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 11 acid Changes resistances: +6% nature Changes resistances penetration: +10% nature Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of acid resistance (+15%) (4 def, 6 armour, 38 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% acid Talent granted: +1 Block Handheld deflection devices. |
Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+2 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Reduce damage by fixed amount: +0 blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Gleambender the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 12 light Changes resistances: +6% mind Changes resistances penetration: +10% fire Changes damage: +6% light / +6% fire Mental save: +12 (+2 eff.) Life regen: +4.90 Light radius: +3 Healing mod.: +12% A suit of armour made of leather. |
spiked rough leather armour of resilience (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Maximum life: +21.00 A suit of armour made of leather. |
Belatta the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage (Melee): 23 acid / 22 fire / 10 darkness Damage (Ranged): 10 darkness Damage when hit (Melee): 14 acid / 16 fire Changes stats: +10 Cun / +9 Wil Changes resistances: +24% acid / +10% physical / +30% darkness / +28% fire / +23% temporal Changes resistances penetration: +5% blight Changes damage: +3% blight Critical mult.: +19.00% Physical save: +24 (+3 eff.) Spell save: +27 (+5 eff.) Mental save: +25 (+4 eff.) Maximum mana: +40.00 Mindpower: +6 (+1 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Defense after a teleport: +40 Resist all after a teleport: +24% New effects duration reduction after a teleport: +50% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
dwarven-steel mail armour of acid resistance (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +18% acid A suit of armour made of mail. |
rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 A belt that goes around your waist. |
rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
thick linen cloak of Eldoral (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Camomas' (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +1% Changes resistances penetration: +6% physical Changes damage: +3% mind Critical mult.: +15.00% Mental save: +6 (+1 eff.) Maximum hate: +4.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 A pair of boots made of leather. |
pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +2% 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: Power: 89% Range: 1.1x Uses stats: 40% Str, 40% Dex, 50% Mag, 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 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 175.73 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. |
corrosive rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes resistances: +6% acid Changes damage: +3% acid When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +6 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Str Changes resistances: +5% cold Changes damage: +3% cold When used to modify unarmed attacks: Power: 112% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +5 ice Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Yarigokath' (0 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +13 Effects on melee hit: * 33% chance to disease Damage (Melee): 15 physical Changes stats: +10 Str / +5 Dex / +3 Mag / +5 Wil / +11 Cun / +5 Con Changes resistances: +15% darkness Changes resistances penetration: +10% blight Changes damage: +3% blight / +8% physical Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Disarm immunity: +48% Life regen: +8.90 Stamina each turn: +2.50 Psi each turn: +0.40 Maximum stamina: +40.00 Infravision radius: +4 When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +15 Crit. chance: +37.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 40% chance to disease Damage (Melee): +4 blight / +23 darkness Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +15 physical It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Heatbrawn' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +10% fire / +6% cold Mana each turn: +0.12 Maximum mana: +40.00 Damage Shield penetration: +30% A pointy cloth hat, very wizardly... |
rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
Toxinfear (13 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +10 Defense: +13 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +8 Str / +7 Dex / +6 Mag / +10 Wil / +4 Cun / +8 Con Changes resistances: +15% acid / +17% nature / +5% all Changes resistances penetration: +10% nature Changes damage: +14% blight / +14% arcane Reduces incoming crit damage: 10.00% Physical save: +25 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +10 (+1 eff.) Poison immunity: +20% Disease immunity: +15% Silence immunity: +5% Maximum life: +82.00 Spell crit. chance: +4% Mindpower: +5 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Healing mod.: +22% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.4 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 17 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Silythra (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Changes stats: +7 Str / +2 Dex / +17 Wil Changes resistances: +15% acid / +15% physical / +17% blight / +12% fire / +14% lightning / +14% cold Changes resistances penetration: +10% arcane Physical save: +13 (+2 eff.) Spell save: +27 (+5 eff.) Mental save: +12 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Infravision radius: +3 A cap made of leather. |
iron helm 'Ereladan' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +4 Str / +3 Dex / +2 Wil Changes resistances: +3% mind / +3% blight Changes resistances penetration: +5% blight / +15% mind Changes damage: +15% blight Mental save: +7 (+1 eff.) Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 9256.3 Physical damage. If the attack hits, the target is confused (47% 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. |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
7 verdite 7 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+2 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 tiny geode 12 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 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. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+2 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+2 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 carnelian 7 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
353 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. |
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. |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
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. |
iron pickaxe of predation (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
demon seed [fire imp] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 4, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 6, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% blight Reduce damage by fixed amount: +25 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 9, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 9, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 2 The seed of a demon. |
demon seed [thaurhereg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
demon seed [thaurhereg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 4, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
Achievements
A different point of view (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mini Atam the Prismatic Golem Psionic Hero level 113
21st Haze 122nd year of Ascendancy at 18:01 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Mini Atam the Prismatic Golem Psionic Hero level 91
16th Haze 122nd year of Ascendancy at 11:46 see stats
Eye of the storm (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mini Atam the Prismatic Golem Psionic Hero level 64
9th Haze 122nd year of Ascendancy at 06:17 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mini Atam the Prismatic Golem Psionic Hero level 113
21st Haze 122nd year of Ascendancy at 17:32 see stats
Level 10 (Uniques)
Got a character to level 10.By Mini Atam the Prismatic Golem Psionic Hero level 10
76th Pyre 122nd year of Ascendancy at 19:53 see stats
Level 20 (Uniques)
Got a character to level 20.By Mini Atam the Prismatic Golem Psionic Hero level 20
37th Dusk 122nd year of Ascendancy at 00:01 see stats
Level 30 (Uniques)
Got a character to level 30.By Mini Atam the Prismatic Golem Psionic Hero level 30
56th Dusk 122nd year of Ascendancy at 07:25 see stats
Level 40 (Uniques)
Got a character to level 40.By Mini Atam the Prismatic Golem Psionic Hero level 40
65th Dusk 122nd year of Ascendancy at 11:20 see stats
Level 50 (Uniques)
Got a character to level 50.By Mini Atam the Prismatic Golem Psionic Hero level 50
66th Dusk 122nd year of Ascendancy at 15:50 see stats
Lost in translation (Uniques)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Mini Atam the Prismatic Golem Psionic Hero level 11
77th Pyre 122nd year of Ascendancy at 13:48 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By Mini Atam the Prismatic Golem Psionic Hero level 81
10th Haze 122nd year of Ascendancy at 17:49 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By Mini Atam the Prismatic Golem Psionic Hero level 22
37th Dusk 122nd year of Ascendancy at 05:26 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Mini Atam the Prismatic Golem Psionic Hero level 47
66th Dusk 122nd year of Ascendancy at 02:33 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Mini Atam the Prismatic Golem Psionic Hero level 16
5th Dusk 122nd year of Ascendancy at 21:05 see stats
The Legend of Garkul (Uniques)
Learned the five chapters of the Legend of Garkul.By Mini Atam the Prismatic Golem Psionic Hero level 113
21st Haze 122nd year of Ascendancy at 18:01 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Mini Atam the Prismatic Golem Psionic Hero level 59
68th Dusk 122nd year of Ascendancy at 00:06 see stats
The secret city (Uniques)
Discovered the truth about mages.By Mini Atam the Prismatic Golem Psionic Hero level 18
18th Dusk 122nd year of Ascendancy at 04:54 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Mini Atam the Prismatic Golem Psionic Hero level 132
24th Haze 122nd year of Ascendancy at 02:46 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Mini Atam the Prismatic Golem Psionic Hero level 32
57th Dusk 122nd year of Ascendancy at 13:06 see stats
Well trained (Uniques)
Deal one million damage to training dummies in a single training session.By Mini Atam the Prismatic Golem Psionic Hero level 149
42nd Haze 122nd year of Ascendancy at 02:34 see stats
Log
The shield around Mini Atam crumbles.
Mini Atam is no longer rampaging.
Mini Atam is no longer surging arcane power.
Mini Atam deactivates Hardened Core.
Mini Atam deactivates Weapon of Light.
Mini Atam deactivates Arcane Feed.
The protective shield of Mini Atam disappears.
Mini Atam deactivates Premonition.
Mini Atam deactivates Shielding.
Mini Atam deactivates Beyond the Flesh.
Mini Atam deactivates Defensive Posture.
Mini Atam deactivates Wicked Fervor.
Mini Atam deactivates Reality Smearing.
Mini Atam deactivates Weapon of Wrath.
Mini Atam deactivates Bone Shield.
Mini Atam deactivates Crystalline Focus.
Mini Atam deactivates Abyssal Shield.
Mini Atam deactivates Arcane Combat.
Mini Atam deactivates Shield of Light.
Mini Atam deactivates Energy Decomposition.
Mini Atam deactivates Arcane Shield.
Mini Atam deactivates Retribution.
Mini Atam deactivates Second Life.






































































































































