









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 30 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Emynne the black bear at level 13 on the 5th Dusk 122nd year of Ascendancy at 19:32 0 / 7Killed by Isawen the dozing cave bear at level 13 on the 22nd Dusk 122nd year of Ascendancy at 06:18 Killed by Ivelaith the sand-drake at level 19 on the 48th Dusk 122nd year of Ascendancy at 20:25 Killed by Isemima the luminous horror at level 25 on the 8th Haze 122nd year of Ascendancy at 11:43 Killed by elven blood mage at level 29 on the 30th Haze 122nd year of Ascendancy at 12:12 Killed by Poranne the elven blood mage at level 30 on the 34th Haze 122nd year of Ascendancy at 03:26 Killed by Yvygatta the elven tempest at level 30 on the 38th Haze 122nd year of Ascendancy at 10:23 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 20 (base 12) |
| Constitution | 42 (base 32) |
| Magic | 76 (base 60) |
| Willpower | 23 (base 13) |
| Cunning | 51 (base 36) |
Resources
| Mana | 298/298 |
| Negative | 73/102 |
| Life | -43/708 |
| Paradox | 300 |
| Soul | 10/10 |
| Psi | 103/103 |
| Positive | 111/127 |
| Stamina | 197/224 |
| Steam | 100/100 |
| Healing Factor | 1.4364150943396 |
| Regeneration | 7.8713199147667 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +49.999999999999% |
| Spell | +27.306786057199% |
| Global | +86.95652173913% |
Vision
| Sight | 11 |
| Lite | -993 |
| Infravision | 6 |
| See Stealth | 64.432885124469 |
| See Invisible | 72.432885124468 |
| Stealth | 29.848425466099 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 20 |
| Crit Chance | 25% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 90 |
| Crit Chance | 46% |
| Speed | 0.78550408110272 |
| Cooldown Reduction | 76.684198691338 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Lightning | +15% |
| Light | +50% |
| Temporal | +3% |
| Darkness | +58% |
| Arcane | +6% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Darkness | +45% |
| Light | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 40 (50.670658682635%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 41 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 27%( 70%) |
| Cold | + 34%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Silence Resistance | 29% |
| Confusion Resistance | 64% |
| Knockback Resistance | 0% |
| Stun Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 480 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Celestial / Sun | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Celestial / Eclipse | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Glyphs | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Hymn Nocturnalist |
| talent | Stealth |
| talent | Quicken Spells |
| talent | Raze |
| talent | Corona |
| talent | Skate |
| talent | Spellcraft |
| talent | Hymn of Detection |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed, granting it 37% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 27%, reducing spell cooldowns by 37%, and preventing damage over 78% of your maximum life from a single hit. Suncloak |
| detrimental effect | Huge cut that bleeds, doing 60.63 physical damage per turn. Bleeding |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| beneficial effect | Increases defense by 10. Mobile Defense |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 3.3 and stamina regeneration by 1.0. Soothing Darkness |
| beneficial effect | The target's spellpower has been increased by 99. Spellsurge |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
You failed to protect the lost sun paladin from death by faeros. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Precognition (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Psionic focus | Emitha (20-24 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% 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: Fatigue: -8% Damage (Melee): 18 fire Changes resistances: +9% acid / +13% light Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Mana each turn: +0.16 Only die when reaching: -40.00 life Maximum mana: +48.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +3% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
| Light source | 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. |
| On head | Dazzlerage the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +7% lightning / +6% temporal / +6% light Changes resistances penetration: +20% darkness Changes damage: +18% light / +12% darkness Light radius: +2 Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A cap made of leather. |
| On feet | pair of dwarven-steel boots 'Amigasalen' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Changes stats: +2 Wil / +3 Cun / +3 Con Changes resistances penetration: +5% temporal Changes damage: +3% temporal Critical mult.: +10.00% Maximum encumbrance: +29 Physical save: +20 (+7 eff.) Mental save: +10 (+5 eff.) Silence immunity: +29% Confusion immunity: +25% Stun/Freeze immunity: +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Shadelace the iron pickaxe (dig speed 28 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% mind / +12% darkness Changes resistances penetration: +25% darkness Changes damage: +9% mind Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Toridil the MagmataintPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes stats: +10 Mag / +6 Wil / +5 Cun Changes resistances: +3% mind / +21% fire Mental save: +12 (+6 eff.) Confusion immunity: +39% Spellpower: +22 (+4 eff.) Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +8 (+4 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +6 Str / +8 Dex / +7 Cun / +7 Con Changes resistances: +6% light / +24% cold Changes resistances penetration: +10% light Changes damage: +3% arcane / +12% cold Light radius: +3 Cannot be unequipped or rerolled until level 33. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 406.30 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
| In main hand | earthen elven-wood starstaff of warding (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% 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: Armour: +7 Armour Hardiness: +6% Defense: +6 (+3 eff.) Maximum wards: +2 darkness Changes damage: +25% darkness Talents granted: +1 Command Staff +3 Ward Physical save: +7 (+2 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Crackleblight' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Maximum stamina: +5.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Brodeyon the ShimmeronslaughtInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +3 Mag / +2 Wil Changes damage: +15% lightning Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +45.00 Spell crit. chance: +2% A belt that goes around your waist. |
| Cloak | Betimina the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 arcane / 20 blight Changes resistances: +16% nature / +16% blight Changes resistances penetration: +20% blight Spell save: +30 (+10 eff.) Life regen: +1.90 Spellpower on spell critical (stacks up to 3 times): +8 Healing mod.: +21% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Urthondil the cashmere robe (5 def, 15 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Defense: +5 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 8 acid / 30 physical Changes resistances: +18% light Changes damage: +12% light Physical save: +19 (+6 eff.) Mana each turn: +0.27 Maximum mana: +61.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +6% Damage Shield penetration: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.medical injector implant of the warrior (efficiency 127% / cooldown 83%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 83%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.insidious poison infusion of the wizard (43 nature damage, 31% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 43.47 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 14%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
schematic: Air RecyclerRequires: - 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: Frost SalveRequires: - 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: Mental StimulatorRequires: - 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. |
StormravenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 8% chance to inflict 15% damage reduction * 6% chance to blind Damage when hit (Melee): 12 lightning / 8 blight Changes resistances penetration: +25% lightning / +10% blight Changes damage: +6% blight / +7% light / +8% darkness Amulets can have magical properties. |
gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Blindness immunity: +18% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
grounding copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil / +5 Mag Spellpower: +7 (+1 eff.) Rings can have magical properties. |
mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+6 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 231.19 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel greatmaul (44-66 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +13% Living Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.voratun longsword of daylight (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 light Damage against: +23% Undead Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Burnwreck the yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Armour: +6 Changes resistances: +12% acid / +15% fire / +12% cold Changes damage: +20% fire Talent granted: +1 Command Staff Mental save: +30 (+12 eff.) Poison immunity: +10% Mana each turn: +0.28 Maximum mana: +72.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Leleromikath the elven-wood magestaff (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 mind Burst (radius 1) on hit: +8 acid When wielded/worn: Changes stats: +7 Str / +6 Con Changes resistances: +6% mind Changes resistances penetration: +25% mind Changes damage: +25% cold Talent granted: +1 Command Staff Physical save: +10 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+7 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +11% Infravision radius: +2 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Nerevena the Filthonslaught (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +16 mind When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 13% chance to blind Changes stats: +2 Cun Changes resistances: +6% nature Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Heals friendly targets nearby when you use a nature summon: +50 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 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 170.99 light damage. Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
cruel yew starstaff of might (20-24 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% 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: +5.0% Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Saluwyn the dwarven-steel steamsaw (23.5-35.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.5 - 35.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 Burst (radius 1) on hit: +20 arcane Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 18 lightning Changes stats: +3 Cun / +5 Wil Changes damage: +15% arcane Grants telepathy: Dragon Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Noontide (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +8 light Burst (radius 1) on hit: +17 fire Burst (radius 2) on crit: +8 blight When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 blight Changes resistances: +12% blight Changes damage: +9% light One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Chalynarihek the Blackpanic Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances: +10% lightning / +11% temporal / +3% physical Changes damage: +6% physical Disease immunity: +20% Maximum life: +30.00 Healing mod.: +25% A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
RavengritCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness Changes damage: +21% darkness / +9% fire Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Pitchking the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Wil / +2 Mag Changes resistances: +3% acid Changes resistances penetration: +25% darkness Changes damage: +3% acid / +18% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak 'Swampmortal' (13 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +13 (+5 eff.) Changes stats: +2 Wil Changes resistances penetration: +25% mind Changes damage: +15% nature Physical save: +19 (+6 eff.) Spell save: +19 (+6 eff.) Mental save: +28 (+12 eff.) Mindpower: +8 (+4 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Fatigue: +0% Damage when hit (Melee): 20 poison / 0 physical / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.silk robe 'Blindtaint' (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +3 Str / +3 Mag / +3 Cun / +2 Con Changes resistances: +6% darkness / +15% mind / +27% light Changes damage: +18% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Loamking the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 nature Changes stats: +4 Wil Changes resistances: +8% nature / +15% temporal Changes damage: +6% nature Hate when firing a critical mind attack: +3.00 Maximum psi: +40.00 Mental crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 17.06 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun mail armour of resilience (5 def, 17 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +16% Maximum life: +44.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite plate armour 'Emelithra' (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour penetration: +2 Physical power: +8 (+4 eff.) Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 mind Changes stats: +3 Con Changes resistances: +23% temporal Changes damage: +27% physical Maximum life: +30.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.acidic voratun shield of resilience (12 def, 3 armour, 212.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Damage (Melee): 9 acid Damage when hit (Melee): 25 acid Talent granted: +5 Block Maximum life: +66.00 Handheld deflection devices. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
71 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Blindream the dwarven lantern Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +9% light / +5% arcane Changes damage: +3% light Blindness immunity: +40% Confusion immunity: +19% Maximum life: +64.00 Light radius: +13 See stealth: +16 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable 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. |
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. |
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. |
This item will automatically be transmogrified when you leave the level.Bogvein (21/21, 44.5-53.4 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +13.5% Capacity: 21 On weapon hit: * Slows global speed by 40% * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +12 nature Burst (radius 2) on crit: +20 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Zanuvon the Shaderiver [power 69] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 20 darkness / 20 blight Changes resistances: +12% darkness / +6% blight Changes resistances penetration: +15% darkness Changes damage: +6% blight It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of cure ailments 'Darkvalor' [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +10% mind Changes damage: +6% mind / +21% darkness It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Twilight Walker the Cornac Adventurer level 25
72nd Dusk 122nd year of Ascendancy at 18:06 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Twilight Walker the Cornac Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 04:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Twilight Walker the Cornac Adventurer level 20
52nd Dusk 122nd year of Ascendancy at 02:33 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Twilight Walker the Cornac Adventurer level 30
34th Haze 122nd year of Ascendancy at 02:55 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Twilight Walker the Cornac Adventurer level 29
32nd Haze 122nd year of Ascendancy at 14:49 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Twilight Walker the Cornac Adventurer level 15
33rd Dusk 122nd year of Ascendancy at 01:59 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Twilight Walker the Cornac Adventurer level 9
10th Mirth 122nd year of Ascendancy at 08:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Twilight Walker the Cornac Adventurer level 20
56th Dusk 122nd year of Ascendancy at 09:42 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Twilight Walker the Cornac Adventurer level 23
70th Dusk 122nd year of Ascendancy at 06:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Twilight Walker the Cornac Adventurer level 17
37th Dusk 122nd year of Ascendancy at 17:47 see stats
Log
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Twilight Walker reflects damage back to Yvygatta the elven tempest!
Thunderstorm hits Twilight Walker for (24 absorbed), 0 lightning (0 total damage).
Raze hits Twilight Walker for (9 absorbed), 0 darkness (0 total damage).
Raze hits Yvygatta the elven tempest for 48 darkness, 48 darkness, 48 darkness (143 total damage).
Hymn of Detection hits Yvygatta the elven tempest for 110 darkness damage.
Twilight Walker hits Yvygatta the elven tempest for 24 reflected, 9 reflected (33 total damage).
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Raze hits Yvygatta the elven tempest for 54 darkness, 54 darkness (108 total damage).
Twilight Walker's Corona hits Yvygatta the elven tempest for 97 light damage.
Twilight Walker's Corona hits Yvygatta the elven tempest for 108 darkness damage.
Yvygatta the elven tempest casts Rend.
Twilight Walker's spell attains critical power!
Yvygatta the elven tempest shrugs off the critical damage!
Your shield crumbles under the damage!
The shield around Twilight Walker crumbles.
Twilight Walker slows down.
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Twilight Walker's spell attains critical power!
Twilight Walker starts to bleed.
Saving game...




















































































































