Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Embers of Rage 1.6.7Official 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 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Possessor |
Level / Exp | 50 / 1145% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 155.8156 (base 60) |
Dexterity | 157.912 (base 60) |
Constitution | 32 (base 10) |
Magic | 124.7152 (base 19) |
Willpower | 127 (base 60) |
Cunning | 141.6604 (base 20) |
Resources
Negative | 177/177 |
Steam | 100/100 |
Life | 4306/7447 |
Positive | 177/177 |
Stamina | 570/570 |
Psi | 598/598 |
Healing Factor | 2.5 |
Regeneration | -74.843257995045 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +140.9693877551% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
See Stealth | 138.33105627657 |
See Invisible | 138.33105627657 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 276 |
Accuracy | 97 |
Crit Chance | 143% |
APR | 26 |
Speed | 0.91 |
Offense: Offhand
Damage | 80 |
Accuracy | 90 |
Crit Chance | 145% |
APR | 60 |
Speed | 0.91 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 101 |
Crit Chance | 94% |
Speed | 1 |
Offense: Damage Bonus
Acid | -12% |
Physical | +10% |
Mind | +22% |
All | -12% |
Darkness | +26% |
Light | -2% |
Temporal | -6% |
Fire | -2% |
Nature | -9% |
Offense: Damage Penetration
Lightning | +21% |
All | +11% |
Physical | +41% |
Darkness | +27% |
Nature | +31% |
Defense: Base
Armour (hardiness) | 132.9616 (100%) |
Defense | 69 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 117.24 |
Spell Save | 105.69 |
Mental Save | 108 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 55%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 36%( 70%) |
All | + 33%( 70%) |
Lightning | + 46%( 70%) |
Light | + 34%( 70%) |
Temporal | + 44%( 70%) |
Physical | + 61%( 70%) |
Darkness | + 40%( 70%) |
Fire | + 38%( 70%) |
Mind | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Teleport Resistance | 85% |
Pinning Resistance | 49% |
Knockback Resistance | 60% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 771% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
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 193% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. |
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 935 damage for 6 turns. Its effects scale with your Willpower 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 232% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Battle psionics | 1.55 |
| 4/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 8/5 |
| 12/5 |
| 1/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 12/5 |
| 12/5 |
| 7/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Chemistry | 1.25 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Force Shield |
talent | Psionic Disruption |
talent | Channel Pain |
talent | Hymn of Detection |
talent | Chant of Fortress |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
beneficial effect | Each melee blow landed has a 73% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
detrimental effect | End of Rage is fed upon by Sher'Tul High Priest. Fed Upon |
beneficial effect | Mindpower (raw) increased by 8. Sadist |
beneficial effect | 56% chances to ignore damage and to retaliate with 354.72 mind damage. Psionic Block |
beneficial effect | Increases all saves by 174 and healing factor by 87%. Unstoppable Force Salve |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
beneficial effect | The target is surrounded by a magical shield, absorbing 935/935 damage before it crumbles. Damage Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | pair of dwarven-steel boots 'Kilngrit' (0 def, 4 armour) pair of dwarven-steel boots 'Kilngrit' (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +1 Dex / +3 Mag / +9 Wil / +10 Cun / +5 Con Changes resistances: +3% fire Changes damage: +6% fire Physical save: +41 (+5 eff.) Spell save: +8 (+1 eff.) Mental save: +19 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mana each turn: +0.22 Maximum mana: +30.00 Spell crit. chance: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | psychokinetic pouch of dwarven-steel shots of grasping (19/19, 34.5-41.4 power, 3 apr) psychokinetic pouch of dwarven-steel shots of grasping (19/19, 34.5-41.4 power, 3 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 352 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 352 physical damage Damage (Ranged): +13 physical Shots are used with slings to pummel your foes to death. |
Light source | dwarven lantern 'Cracklemark' dwarven lantern 'Cracklemark'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Effects on melee hit: * 21% chance to slow global speed by 80% Damage when hit (Melee): 10 lightning Changes stats: +6 Con / +13 Wil Changes resistances: +12% blight / +5% arcane Changes resistances penetration: +10% lightning Changes damage: +15% mind Critical mult.: +15.00% Spell save: +19 (+2 eff.) Disease immunity: +15% Life regen: +16.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. It was changed by the digestive sack. |
On head | elven-silk wizard hat 'Ulorath' (3 def, 0 armour) elven-silk wizard hat 'Ulorath' (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 43% Changes stats: +18 Cun / +8 Wil Changes resistances: +19% mind Changes damage: +19% mind Mental save: +21 (+4 eff.) Life regen: +3.40 Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+0 eff.) Mental crit. chance: +4% Damage Shield Power: +12% A pointy cloth hat, very wizardly... |
On hands | alchemist's drakeskin leather gloves of war-making (0 def, 3 armour) alchemist's drakeskin leather gloves of war-making (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +10.0% Armour: +3 Damage (Melee): 5 acid / 6 fire / 4 cold / 7 lightning Changes stats: +4 Mag / +4 Wil Talent granted: +5 Iron Grip Critical mult.: +10.00% Disarm immunity: +100% Spell crit. chance: +11% Mental crit. chance: +10% When used to modify unarmed attacks: Base power: 31.5 - 34.7 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +11 ice / +4 fire / +15 acid / +14 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Heatweeper [power 374] (8 cooldown) Heatweeper [power 374] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +3 Dex Changes damage: +9% physical / +6% fire Critical mult.: +20.00% Maximum stamina: +30.00 It can be used to create a shield absorbing up to 419 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 8 turns. When used: * Increase all damage penetration by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Lost Love Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
On fingers | voratun ring 'Glitterfoe' voratun ring 'Glitterfoe'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +7 Str / +2 Dex / +8 Mag / +10 Wil / +2 Cun / +10 Con Changes resistances: +6% light Disarm immunity: +33% Pinning immunity: +32% Knockback immunity: +45% Maximum life: +40.00 Spellpower: +12 (+3 eff.) Rings can have magical properties. |
Around neck | voratun amulet 'Ce'Noma' voratun amulet 'Ce'Noma'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 15 light / 12 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 40% * 12% chance to blind Changes stats: +2 Wil Changes resistances: +6% blight Changes damage: +10% light / +14% darkness Talent masteries: +0.25 Psionic / Battle psionics +0.25 Steamtech / Chemistry Critical mult.: +5.00% Mental save: +6 (+1 eff.) Life regen: +4.00 Equilibrium when hit: +0.08 Mental crit. chance: +3% Amulets can have magical properties. |
In main hand | Ce'Nudhetira the Fogoozer (45.5-63.7 power, 26 apr) Ce'Nudhetira the Fogoozer (45.5-63.7 power, 26 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +26 Crit. chance: +23.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +10 temporal When wielded/worn: Physical crit. chance: +9.0% Physical power: +11 (+2 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 40% Damage when hit (Melee): 2 darkness Changes stats: +2 Str Changes resistances: +14% temporal Changes resistances penetration: +15% physical Changes damage: +3% darkness Blunt and deadly. |
Around waist | Emblem of Evasion Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Fatigue: -20% Changes stats: +12 Dex / +10 Cun / +8 Lck Maximum encumbrance: +50 Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 12 power out of 27/30) : Effective talent level: 4.0 Power cost: 12 out of 27/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 66 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | nature's living mindstar of sand (16-17.6 power, 60 apr, nature damage) nature's living mindstar of sand (16-17.6 power, 60 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +60 Crit. chance: +25.0% Attack speed: 100% When wielded/worn: Damage (Melee): 19 physical Changes resistances: +7% blight / +18% physical Changes resistances penetration: +15% physical Changes damage: +3% nature / +13% physical Talent granted: +1 Attune Mindstar Disease immunity: +22% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Vilebringer the cashmere cloak (2 def, 0 armour) Vilebringer the cashmere cloak (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 80% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +7 Mag / +6 Wil Changes resistances: +30% lightning Changes resistances penetration: +20% nature Stun/Freeze immunity: +50% Spell crit. chance: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | searing voratun plate armour of thunder (0 def, 36 armour) searing voratun plate armour of thunder (0 def, 36 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+2 eff.) Armour: +36 Fatigue: +23% Damage (Melee): 20 acid / 14 fire Damage when hit (Melee): 11 acid / 11 fire / 50 physical Changes stats: +8 Str / +6 Mag / +8 Wil Changes resistances: +14% acid / +16% fire / +18% lightning Spellpower: +25 (+6 eff.) Spell crit. chance: +8% Mindpower: +15 (+2 eff.) Mental crit. chance: +7% A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 168% / cooldown 63%) medical injector implant (efficiency 168% / cooldown 63%)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 168% efficiency and cooldown mod of 63%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 400%; cd 13) movement infusion (speed 400%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the psychic (damage 281; dur 4; cd 18) biting gale rune of the psychic (damage 281; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 281.08 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 27; cd 21) shatter afflictions rune (absorb 27; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 27 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 193; cd 21) shatter afflictions rune of the sneak (absorb 193; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 193 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 596; dur 5; cd 15) shielding rune of the duelist (absorb 596; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 596 damage for 5 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 spell talent. |
shielding rune of the sneak (absorb 841; dur 6; cd 18) shielding rune of the sneak (absorb 841; dur 6; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 841 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Flashwisp FlashwispInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +17 Lck Changes resistances: +18% lightning Changes resistances penetration: +20% lightning / +25% temporal Changes damage: +21% temporal Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Gywe GywePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) * 23% chance to reduce armor by 43% Damage when hit (Melee): 4 arcane Changes stats: +6 Wil / +6 Mag Changes resistances: +6% arcane Changes resistances penetration: +20% acid Changes damage: +9% acid Mental save: +15 (+3 eff.) Confusion immunity: +25% Life regen: +3.00 Mana each turn: +0.39 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Mindpower: +14 (+2 eff.) Amulets can have magical properties. |
Layille the Flashvile Layille the FlashvileInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% acid / +12% fire / +20% nature Changes damage: +27% lightning / +9% blight Blindness immunity: +28% Confusion immunity: +20% Spell crit. chance: +3% Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
Morningimmortal the voratun amulet Morningimmortal the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +4 Dex / +19 Con Changes resistances penetration: +33% light Changes damage: +12% arcane / +30% physical / +15% light / +15% darkness Stamina each turn: +3.95 Light radius: +4 Amulets can have magical properties. |
Scaldwyrd ScaldwyrdInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Damage when hit (Melee): 6 fire / 6 physical Changes stats: +6 Con Changes resistances: +23% lightning / +5% physical / +5% arcane Physical save: +18 (+2 eff.) Stun/Freeze immunity: +44% Amulets can have magical properties. |
voratun amulet 'Dagyruivon' =mult= voratun amulet 'Dagyruivon' =mult=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +8 Dex Changes resistances: +15% physical Critical mult.: +22.63% Life regen: +4.53 Stamina each turn: +1.20 Maximum life: +113.14 Maximum stamina: +33.94 Amulets can have magical properties. |
wanderer's steel amulet of mastery (0.18 Psionic / Psionic menace) wanderer's steel amulet of mastery (0.18 Psionic / Psionic menace)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +5 Cun / +5 Con Talent mastery: +0.18 Psionic / Psionic menace Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
wanderer's steel amulet of vision wanderer's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +4 Cun / +3 Con Blindness immunity: +11% Life regen: +2.00 Stamina each turn: +0.40 Infravision radius: +3 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets can have magical properties. |
Analar the Gleamwreath Analar the GleamwreathInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 80% * 13% chance to reduce all saves and defense by 50 Damage (Melee): 15 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 50 Damage (Ranged): 17 physical Changes stats: +4 Cun Changes resistances: +12% nature / +12% light Changes damage: +9% light Spell save: +6 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Duvybers the Glareoath Duvybers the GlareoathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +9 Mag / +12 Wil / +10 Con Changes damage: +21% acid / +21% arcane / +12% light Vim when firing critical spell: +2.21 Spellpower: +15 (+4 eff.) Rings can have magical properties. |
Frigidsnake FrigidsnakePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +7 Str Changes resistances: +21% light / +21% cold Changes resistances penetration: +29% physical Changes damage: +12% temporal Blindness immunity: +44% Stamina each turn: +3.51 Infravision radius: +6 See stealth: +21 See invisible: +17 Rings can have magical properties. |
Frozenschism FrozenschismPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +18% acid / +24% fire / +16% lightning / +41% cold Changes resistances penetration: +25% lightning / +25% fire Changes damage: +12% fire Rings can have magical properties. |
Iceraze IcerazePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +8 Str / +7 Mag / +9 Wil / +9 Con Changes resistances: +18% cold Changes damage: +12% mind Mental save: +13 (+2 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +3.00 Spellpower: +12 (+3 eff.) Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 4.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 176.48 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gladiator's gold ring of pilfering gladiator's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Physical power: +7 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +6 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 50 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 50 Damage (Ranged): 17 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
treant's gold ring treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +14% Disease immunity: +15% Rings can have magical properties. |
voratun ring 'Gleamminister' voratun ring 'Gleamminister'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +21% lightning / +12% temporal / +15% light / +9% darkness Mental save: +6 (+1 eff.) Blindness immunity: +45% Cut immunity: +20% Maximum psi: +30.00 Mental crit. chance: +4% Infravision radius: +6 See stealth: +21 See invisible: +25 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
voratun ring 'Velidanor' voratun ring 'Velidanor'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Dex / +8 Mag / +10 Wil / +8 Cun / +4 Con Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Reduces incoming crit damage: 10.00% Mental save: +20 (+4 eff.) Life regen: +17.00 Maximum life: +100.00 Spellpower: +14 (+4 eff.) Infravision radius: +2 Healing mod.: +20% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Xanuwyn the Thunderhash (47.5-71.25 power, 23 apr) Xanuwyn the Thunderhash (47.5-71.25 power, 23 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.5 - 71.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +27.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 lightning / +12 mind When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +19.0% Defense: +13 (+3 eff.) Changes stats: +19 Con / +16 Wil Changes resistances: +6% lightning Changes damage: +6% lightning / +15% mind Disarm immunity: +53% Maximum life: +119.00 Massive two-handed battleaxes. |
Shantiz the Stormblade (15-19.5 power, 20 apr) =xd= Shantiz the Stormblade (15-19.5 power, 20 apr) =xd=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Champion's Will (67-107.2 power, 42 apr) Champion's Will (67-107.2 power, 42 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 115% Str, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +42 Crit. chance: +32.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 73 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 12 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Lightraze (16.5-18.15 power, 40 apr, nature damage) Lightraze (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 light Damage (radius 1) on hit: +12 light When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +15% light Changes damage: +17% lightning / +7% fire / +13% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Physical save: +5 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +1.70 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +21% Heals friendly targets nearby when you use a nature summon: +33 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying living mindstar of storms (16.5-18.15 power, 40 apr, nature damage) horrifying living mindstar of storms (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 9 lightning / 10 mind / 8 darkness Changes stats: +1 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +8% lightning Changes resistances penetration: +7% lightning Changes damage: +4% lightning / +6% mind / +5% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 4 power out of 8/8) : Effective talent level: 3.0 Power cost: 4 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 11 power out of 28/28) : Effective talent level: 2.0 Power cost: 11 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 99.95 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Velolaith the Galewrack (3 def, 15 armour) Velolaith the Galewrack (3 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +22 Armour: +15 Defense: +3 (+1 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +6% light / +19% cold Changes resistances penetration: +5% lightning Critical mult.: +30.00% Stealth bonus: +13 Physical save: +9 (+1 eff.) Mental save: +6 (+1 eff.) Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 13 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of voratun boots 'Boltsmash' (0 def, 21 armour) pair of voratun boots 'Boltsmash' (0 def, 21 armour)Requires: - 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: +21 Fatigue: +4% Changes stats: +2 Cun / +4 Con Changes resistances: +12% lightning Reduces incoming crit damage: 15.00% Silence immunity: +46% Confusion immunity: +41% Stun/Freeze immunity: +37% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aledur the voratun gauntlets (0 def, 3 armour) Aledur the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 13 acid Changes stats: +10 Str / +8 Dex / +6 Cun Changes resistances: +9% acid / +6% temporal Changes damage: +9% acid / +9% temporal Talent cooldown: Double Strike (-2 turns) Physical save: +23 (+2 eff.) Disarm immunity: +0% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +19 Armour Penetration: +15 Crit. chance: +35.0% Attack speed: 83% When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +9 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 10% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 72.59 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
restful drakeskin leather gloves of war-making (0 def, 3 armour) restful drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +12.0% Armour: +3 Critical mult.: +6.00% Life regen: +8.00 Stamina each turn: +1.10 Maximum stamina: +34.00 Spell crit. chance: +9% Mental crit. chance: +15% When used to modify unarmed attacks: Base power: 32.5 - 35.8 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-2 eff.) Changes stats: +0 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +0 (+0 eff.) Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Holen (0 def, 4 armour) Holen (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Cun Changes resistances penetration: +15% blight Changes damage: +21% arcane Critical mult.: +15.00% Mental save: +0 (+0 eff.) Stamina when hit: +1.90 Equilibrium when hit: +1.50 Psi when hit: +0.20 Mindpower: +30 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Xeryrena (3 def, 0 armour) Xeryrena (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +12 Mag / +13 Wil Psi each turn: +0.23 Maximum mana: +40.00 Spellpower: +40 (+9 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +5% Damage Shield penetration: +30% A pointy cloth hat, very wizardly... |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Damage when hit (Melee): 0 physical Changes stats: +15 Con Physical save: +45 (+5 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 10 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Xanuda (23/23, 34.5-48.3 power, 10 apr) Xanuda (23/23, 34.5-48.3 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 Travel speed: +200% Damage (Ranged): +14 nature / +20 mind Damage (radius 2) on crit: +16 physical Arrows are used with bows to pierce your foes to death. |
515 alchemist agate 515 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. |
39 onyx 39 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. |
Windborne Azurite Windborne AzuritePowered 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% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine 5 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. |
29 lapis lazuli 29 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 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. |
Unryvor (dig speed 22 turns) Unryvor (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Armour: +4 Defense: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +4 Str / +3 Dex / +4 Cun Changes resistances: +3% blight Changes damage: +9% blight / +6% physical Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering voratun pickaxe (dig speed 11 turns) shattering voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +21% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 31 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
34 emerald 34 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. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glorinor the dwarven lantern Glorinor the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +4 Changes stats: +4 Cun / +5 Con Changes resistances: +15% blight Changes damage: +6% temporal Reduces incoming crit damage: 16.70% Mental save: +9 (+2 eff.) Life regen: +9.00 Maximum life: +80.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +5 See invisible: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's alchemist's lamp nightwalker's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Critical mult.: +14.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's Focus Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+3 eff.) When used to imbue an object: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+3 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
13 bloodstone 13 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. |
5 fire opal 5 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. |
36 garnet 36 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (2/2) Rod of Entropy (2/2)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 175% of the healing done. This effect scales with your Magic stat. Activation costs 29 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (5/5) Rod of Recall (5/5)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 Activation costs 77 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 44] amazing fiery salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 193% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (44% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing frost salve [power 44] amazing frost salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 193% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (44% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 174] amazing unstoppable force salve [power 174]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 193% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 174 and healing factor by half Activation puts Talent Medical Injector on cooldown for 7 turns. Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 193% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (44% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
pouch of voratun shots 'Morningfame' (21/21, 55.5-66.6 power, 6 apr) pouch of voratun shots 'Morningfame' (21/21, 55.5-66.6 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 352 physical damage On weapon crit: * Splash the target with acid dealing 199 damage over 5 turns and reducing armor and accuracy by 25 Damage Shield penetration (this weapon only): +34% Damage (Ranged): +12 blight / +38 physical / +23 light Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +16 light Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 7 power out of 35/35) : Effective talent level: 3.0 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 128 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
ash totem of stinging 'Morningglory' [power 188] (6 cooldown) ash totem of stinging 'Morningglory' [power 188] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +8 Defense: +10 (+3 eff.) Changes resistances: +6% mind Disease immunity: +10% Stun/Freeze immunity: +20% Teleport immunity: +20% Light radius: +3 It can be used to sting an enemy dealing 172 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand =priest= Lightbringer's Wand =priest=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+2 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 152 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 14 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Morningroar the yew wand of clairvoyance [power 12] (6 cooldown) Morningroar the yew wand of clairvoyance [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 80% Changes resistances: +9% light Critical mult.: +15.00% Maximum psi: +50.00 Mindpower: +10 (+1 eff.) It can be used to reveal the area around you, dispelling darkness (radius 12, power 96 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts 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. |
dragonbone wand of shielding 'Toxinbore' [power 560] (8 cooldown) dragonbone wand of shielding 'Toxinbore' [power 560] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 43% Changes stats: +8 Wil Changes resistances: +15% nature / +12% acid Mana each turn: +0.28 Mana when firing critical spell: +2.26 Vim when firing critical spell: +2.26 Maximum mana: +113.14 It can be used to create a shield absorbing up to 627 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 8 turns. When used: * Gain a 36% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star 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 Activation costs 12 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. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 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. |
40 quartz 40 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. |
6 amber 6 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By End of Rage the Orc Possessor level 50
22nd Destruction 124th year of Ascendancy at 06:02 see stats
By End of Rage the Orc Possessor level 14
31st Retaking 124th year of Ascendancy at 17:55 see stats
By End of Rage the Orc Possessor level 34
15th Dearth 124th year of Ascendancy at 23:03 see stats
By End of Rage the Orc Possessor level 10
21st Retaking 124th year of Ascendancy at 01:42 see stats
By End of Rage the Orc Possessor level 20
28th Revenge 124th year of Ascendancy at 16:01 see stats
By End of Rage the Orc Possessor level 30
37th Pain 124th year of Ascendancy at 20:59 see stats
By End of Rage the Orc Possessor level 40
28th Loss 124th year of Ascendancy at 19:56 see stats
By End of Rage the Orc Possessor level 50
21st Destruction 124th year of Ascendancy at 10:10 see stats
By End of Rage the Orc Possessor level 50
17th Remembrance 125th year of Ascendancy at 09:47 see stats
By End of Rage the Orc Possessor level 50
42nd Destruction 124th year of Ascendancy at 08:09 see stats
By End of Rage the Orc Possessor level 38
26th Loss 124th year of Ascendancy at 02:36 see stats
By End of Rage the Orc Possessor level 43
33rd Loss 124th year of Ascendancy at 10:44 see stats
By End of Rage the Orc Possessor level 17
21st Revenge 124th year of Ascendancy at 10:39 see stats
By End of Rage the Orc Possessor level 50
43rd Remembrance 125th year of Ascendancy at 09:24 see stats
By End of Rage the Orc Possessor level 43
34th Loss 124th year of Ascendancy at 23:18 see stats
By End of Rage the Orc Possessor level 45
46th Loss 124th year of Ascendancy at 05:42 see stats
By End of Rage the Orc Possessor level 49
19th Destruction 124th year of Ascendancy at 23:16 see stats
By End of Rage the Orc Possessor level 30
39th Pain 124th year of Ascendancy at 03:26 see stats
By End of Rage the Orc Possessor level 40
28th Loss 124th year of Ascendancy at 20:42 see stats
By End of Rage the Orc Possessor level 20
33rd Revenge 124th year of Ascendancy at 14:25 see stats
By End of Rage the Orc Possessor level 44
34th Loss 124th year of Ascendancy at 23:19 see stats
Log
End of Rage performs a melee critical strike against Sher'Tul High Priest!
End of Rage performs a melee critical strike against Sher'Tul High Priest!
Greater Weapon Focus from End of Rage performs a melee critical strike against Sher'Tul High Priest!
Sher'Tul High Priest resists!
Greater Weapon Focus from End of Rage performs a melee critical strike against Sher'Tul High Priest!
Greater Weapon Focus from End of Rage hits Sher'Tul High Priest for 479 physical, 3 temporal, 3 lightning, 8 light, 2 cold, 9 darkness, 11 fire, 12 acid, 12 physical, 162 physical, 6 cold, 7 lightning, 2 fire, 7 acid, 3 lightning, 8 light, 2 cold, 9 darkness, 11 fire, 12 acid, 12 physical, 116 nature, 3 lightning, 8 light, 2 cold, 9 darkness, 11 fire, 12 acid, 12 physical (954 total damage).
End of Rage hits Sher'Tul High Priest for (391 to bones), 0 physical, 3 temporal, 3 lightning, 8 light, 2 cold, 9 darkness, 11 fire, 12 acid, 12 physical, 107 nature, 163 physical, 6 cold, 7 lightning, 2 fire, 7 acid, 3 lightning, 8 light, 2 cold, 9 darkness, 11 fire, 12 acid, 12 physical, 3 lightning, 8 light, 2 cold, 9 darkness, 11 fire, 12 acid, 12 physical (467 total damage).
Sher'Tul High Priest's Psychic Image casts Warp Blade.
Sher'Tul High Priest's Psychic Image warps space-time to equip: iron longsword
iron dagger.
Sher'Tul High Priest's Psychic Image misses Sher'Tul High Priest.
Sher'Tul High Priest's Psychic Image misses Sher'Tul High Priest.
Sher'Tul High Priest casts Warp Blade.
Sher'Tul High Priest misses Sher'Tul High Priest's Psychic Image.
Sher'Tul High Priest misses Sher'Tul High Priest's Psychic Image.
Talent Implant: Medical Injector is ready to use.
Talent Infusion: Movement is ready to use.
End of Rage performs a melee critical strike against Sher'Tul High Priest!
Quest 'The Dead God Awaits' is done! (Press 'j' to see the quest log)
You feel as if your Rod of Recall is working again in this area.
Personal New Achievement: The Dead God Rests (Insane (Roguelike) difficulty)!
End of Rage deactivates Hymn of Detection.
End of Rage deactivates Chant of Fortress.
End of Rage no longer protected by the psionic block.
End of Rage deactivates Channel Pain.
End of Rage is not affected anymore by the salve.
The shield around End of Rage crumbles.
End of Rage deactivates Force Shield.
End of Rage deactivates Psionic Disruption.
End of Rage is no longer empowered.