














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ashes of Urh'Rok 1.7.3Official 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official 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:
Forbidden Cults 1.7.3Official 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 | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 50 / 3828% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 99 (base 60) |
| Dexterity | 111 (base 32) |
| Constitution | 39 (base 13) |
| Magic | 31 (base 7) |
| Willpower | 136 (base 60) |
| Cunning | 167.6 (base 60) |
Resources
| Life | 1531/1531 |
| Steam | 133/133 |
| Equilibrium | 199 |
| Psi | 231/231 |
| Healing Factor | 1.316254336803 |
| Regeneration | 58.604372024824 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.64892493468% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 21 |
| Infravision | 5 |
| See Stealth | 34 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 87 |
| Crit Chance | 82% |
| APR | 57 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 173 |
| Accuracy | 92 |
| Crit Chance | 104% |
| APR | 113 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 69% |
| Speed | 1 |
Offense: Mind
| Mindpower | 102 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +91% |
| Darkness | +18% |
| Light | +29% |
| Cold | +38% |
| Blight | +36% |
| Physical | +25% |
| Fire | +12% |
| All | +9% |
Offense: Damage Penetration
| Darkness | +27% |
| Light | +37% |
| Fire | +32% |
| Physical | +24% |
| Mind | +102% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 72 (76.987013568881%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 69 |
| Mental Save | 84 |
Defense: Resistances
| Acid | + 56%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 58%( 70%) |
| Cold | + 70%( 70%) |
| All | + 52%( 70%) |
| Physical | + 65%( 70%) |
| Lightning | + 68%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 52%( 70%) |
| Mind | + 62%( 70%) |
| Darkness | + 55%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 84% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.3 steam per turn. Can be activated for an instant burst of 101 steam. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 51% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 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 1065% 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. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 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 223% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 712 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Skate |
| talent | Mechanical Arms |
| talent | Gestalt |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
| beneficial effect | The target is in a zone of necrotic air, granting -40% healing mod. Undead creatures also get +15% to all resistances. Necrotic Air |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Gebeth the skeleton magus. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the temporal explorer from death by elder vampire. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Possessed. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1509. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Flashkarma (24 def, 8 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +8 Defense: +24 (+5 eff.) Fatigue: +4% Damage when hit (Melee): 6 light / 8 physical Changes stats: +2 Str / +25 Dex / +3 Mag / +14 Wil / +17 Cun Changes resistances: +6% arcane Talent granted: +5 Rocket Boots Physical save: +38 (+9 eff.) Spell save: +34 (+9 eff.) Mental save: +31 (+6 eff.) Only die when reaching: -94.66 life It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of stralite shots 'Glowgrinder' (22/22, 156% power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 157% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 80% Damage (Ranged): +26 lightning / +20 light Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +13 lightning / +20 light When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Cinderimmortal' Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes stats: +4 Str / +3 Dex / +9 Wil / +2 Con Changes resistances: +9% nature / +3% fire Changes resistances penetration: +12% all Changes damage: +3% fire / +15% mind / +20% light Mental save: +9 (+2 eff.) Equilibrium when hit: +0.08 Light radius: +17 See stealth: +34 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dagydramas the drakeskin leather cap (0 def, 19 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +19 Fatigue: +5% Damage when hit (Melee): 13 blight Changes stats: +10 Dex Changes resistances: +12% blight Changes damage: +27% blight Critical mult.: +26.31% Stamina when hit: +3.00 Equilibrium when hit: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cap made of leather. |
| On hands | Guda the Flarewish (0 def, 4 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +29 Physical crit. chance: +20.0% Physical power: +13 (+3 eff.) Armour: +4 Fatigue: +5% Effects on melee hit: * 25% chance to reduce all saves and defense by 50 * 10% chance to slow global speed by 80% Damage (Melee): 40 darkness / 26 mind Damage when hit (Melee): 4 fire Changes stats: +10 Cun / +10 Dex Changes resistances: +15% blight / +6% darkness Talent granted: +5 Spring Grapple Critical mult.: +15.00% Spell save: +26 (+7 eff.) Mental save: -9 (-2 eff.) Confusion immunity: +24% Only die when reaching: -20.00 life Spell crit. chance: +15% Mindpower: +10 (+2 eff.) Mental crit. chance: +20% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +39 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 25% chance to slow global speed by 80% * 25% chance to reduce armor by 17% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 4 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Runaldir the ash totem of summon tentacle [power 175] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 50 Changes resistances: +9% acid Changes damage: +15% mind Pinning immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 422 Base Damage: 206 Armor: 12 All Resist: 18 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Glitterbreak the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +25% mind Changes damage: +12% mind Physical save: +17 (+4 eff.) Spell save: +18 (+5 eff.) Mental save: +38 (+8 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +25 (+5 eff.) Light radius: +3 Rings make your fingers look great! |
| On fingers | Muckschism the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +23 Damage when hit (Melee): 2 nature Changes stats: +12 Str / +4 Con Changes resistances: +3% lightning / +6% arcane / +9% nature Physical save: +20 (+5 eff.) Spell save: +19 (+5 eff.) Mental save: +30 (+6 eff.) Confusion immunity: +50% Life regen: +14.00 Maximum life: +100.00 Healing mod.: +20% Rings make your fingers look great! |
| Around neck | Demonscar the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 40% * 20% chance to reduce armor by 17% Changes resistances: +9% mind / +13% physical Changes resistances penetration: +20% fire / +15% darkness / +25% mind Stamina each turn: +0.40 Amulets make your neck look great! |
| In main hand | Tinkerer's Twinblaster Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 50% Firing range: +4 On weapon hit: * flashes light on your target dealing 133 damage Travel speed: +600% Multiple attacks: +2 Damage (Ranged): +5 physical Attacks use: 3.0 Steam When wielded/worn: Critical mult.: +15.00% This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Around waist | drakeskin leather belt 'Glintraze' Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 21% chance to reduce all saves and defense by 50 Damage when hit (Melee): 6 mind Changes stats: +6 Dex / +16 Wil / +19 Cun / +9 Lck Changes resistances: +3% mind Changes resistances penetration: +25% light / +5% mind Changes damage: +9% mind Damage against: +74% Summoned Reduced damage from: +73% Summoned Trap disarming bonus: +30 Stealth bonus: +15 Infravision radius: +5 Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Xerussra (129% power, 61 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 130% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +61 Crit. chance: +27.0% Attack speed: 100% When wielded/worn: Armour penetration: +4 Armour: +4 Damage (Melee): 19 physical / 15 mind / 11 darkness Changes resistances: +9% mind / +15% physical Changes resistances penetration: +10% mind / +12% physical Changes damage: +16% physical / +16% mind / +9% darkness Talent granted: +1 Attune Mindstar Psi when hit: +1.80 Only die when reaching: -60.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +19% 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 | cashmere cloak 'Poryldathra' (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +3 (+1 eff.) Changes stats: +7 Wil Changes resistances: +30% lightning Changes resistances penetration: +25% mind Changes damage: +15% mind Critical mult.: +20.00% Stealth bonus: +10 Stun/Freeze immunity: +50% Equilibrium when hit: +0.08 Maximum psi: +40.00 Mental crit. chance: +2% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Nalar' (0 def, 8 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Changes stats: +10 Str / +14 Dex / +10 Mag / +10 Wil / +29 Cun / +15 Con Changes resistances: +17% blight / +43% cold / +6% light / +15% all Changes damage: +29% cold Critical mult.: +39.00% Life regen: +10.73 Stamina each turn: +2.00 Hate when firing a critical mind attack: +10.00 Psi when firing a critical mind attack: +10.00 Maximum life: +89.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the warrior (efficiency 235% / cooldown 57%)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 235% efficiency and cooldown mod of 57%. 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.. |
movement infusion of the psychic (speed 918%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 918% 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. Its effects scale with your Willpower 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 nature talent. |
schematic: Acid GrooveRequires: - 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. |
2 schematic: Corrosive ShellRequires: - 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: Explosive ShellRequires: - 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: Itching PowderRequires: - 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: Kinetic StabiliserRequires: - 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: Saw ProjectorRequires: - 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: Saw ShellRequires: - 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: Toxic Cannister LauncherRequires: - 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: Unstoppable Force 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: Viral InjectorRequires: - 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 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. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Shinemaster the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Changes resistances: +28% temporal Changes resistances penetration: +20% acid Changes damage: +9% light / +21% mind Disease immunity: +20% Pinning immunity: +50% Knockback immunity: +50% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
stralite amulet 'Stormmire' =con16=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -17% Effects on melee hit: * 21% chance to reduce all saves and defense by 50 Damage when hit (Melee): 2 mind / 4 lightning Changes stats: +14 Dex / +16 Cun / +16 Con Changes resistances: +21% mind Changes resistances penetration: +15% arcane / +26% lightning Changes damage: +15% arcane Confusion immunity: +44% Life regen: +8.00 Stamina each turn: +1.80 Movement speed: +20% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Relgiyarand the Flowerusher =con13=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Dex / +13 Con Changes resistances penetration: +26% nature Changes damage: +9% nature Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +30% Life regen: +8.00 Light radius: +3 Infravision radius: +3 See invisible: +18 Rings make your fingers look great! |
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 (+3 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. |
SilybremiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Armour: +4 Defense: +29 (+6 eff.) Changes resistances: +15% lightning / +6% blight Cut immunity: +20% Only die when reaching: -80.00 life It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Kilndare the living mindstar (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +1 Changes stats: +1 Dex Changes resistances penetration: +10% mind / +15% darkness Changes damage: +9% temporal / +36% mind / +22% darkness Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Life regen: +2.00 Stamina each turn: +2.00 Psi when firing a critical mind attack: +5.00 Only die when reaching: -40.00 life Maximum life: +42.00 Maximum stamina: +20.00 Maximum hate: +9.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +11% 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. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
GlowterrorInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +6% light Changes resistances penetration: +25% mind Physical save: +36 (+9 eff.) Mindpower: +38 (+7 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
Xetha the BlackgashInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +10 Changes stats: +3 Str Changes resistances penetration: +25% mind Changes damage: +9% darkness Physical save: +12 (+3 eff.) Maximum life: +42.00 A belt that goes around your waist. |
Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+2 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Lisavea (43 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +13 Defense: +43 (+9 eff.) Changes stats: +10 Str / +6 Dex / +11 Con Changes resistances: +12% blight / +30% cold / +2% physical Talent mastery: +0.40 Technique / Combat training Critical mult.: +5.00% Physical save: +15 (+4 eff.) Spell save: +13 (+3 eff.) Stamina each turn: +1.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadefiend the elven-silk robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 40% Changes stats: +13 Cun / +4 Wil Changes resistances: +21% mind / +15% all Changes resistances penetration: +15% mind Changes damage: +21% mind Mental save: +12 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerodedig (30 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+6 eff.) Fatigue: +4% Changes stats: +6 Mag Changes resistances: +14% lightning / +14% temporal / +18% blight Teleport immunity: +26% Only die when reaching: -100.00 life Light radius: +4 Healing mod.: +26% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+3 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 (+3 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 32 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. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Fulihor (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +14 Physical power: +30 (+7 eff.) Armour: +14 Fatigue: +4% Changes stats: +7 Str / +5 Mag / +6 Cun Changes resistances: +12% temporal Changes damage: +9% physical Maximum stamina: +39.00 Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Pinning immunity: +600% Knockback immunity: +100% Spellpower: +5 (+1 eff.) Steampower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 36.34 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 193.80 lightning and 222.25 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
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! |
Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
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! |
drakeskin leather cap 'Nerada' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +11 Con Changes resistances: +6% lightning / +8% physical / +9% fire Changes resistances penetration: +20% blight Changes damage: +15% mind Reduces incoming crit damage: 20.29% Life regen: +5.41 Only die when reaching: -80.00 life Maximum stamina: +40.00 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cap made of leather. |
dwarven-steel helm 'Demonhunter' (0 def, 7 armour) =dex10=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +7 Fatigue: +4% Damage when hit (Melee): 6 darkness Changes stats: +6 Str / +10 Dex / +3 Cun Changes resistances: +3% darkness Changes damage: +6% lightning / +6% darkness Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 674.1 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat 'Rottrial' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 nature Changes stats: +3 Str / +3 Con Changes resistances: +3% temporal Changes damage: +21% mind Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A hat made of leather. Very stylish. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
2073 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. |
voratun pickaxe 'Ce'Namiwyn' (dig speed 5 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+4 eff.) Changes stats: +3 Str / +2 Mag / +2 Cun Changes resistances: +9% physical Changes resistances penetration: +20% physical Physical save: +22 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +12 (+3 eff.) Maximum life: +86.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 80 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"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. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Glorayamira the FloepietyCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances penetration: +15% mind Changes damage: +24% cold / +24% mind Critical mult.: +20.00% Mental save: +21 (+4 eff.) Maximum psi: +50.00 Mental crit. chance: +5% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 54] amazing fiery salve [power 54]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (54% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 54] amazing frost salve [power 54]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (54% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 776] amazing healing salve [power 776]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 53% cooldown modifier. It can be used to heal 776 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 679] amazing pain suppressor salve [power 679]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -679 life and reduces all damage by 29% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 216] amazing unstoppable force salve [power 216]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 216 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 54] amazing water salve [power 54]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (54% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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) Activation costs 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. |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
perfect head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+5 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
perfect winterchill edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
simple air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Silence immunity: +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Chalotar [power 5] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 8 acid Changes stats: +2 Mag / +3 Wil Changes resistances penetration: +10% physical Mana when firing critical spell: +2.00 Maximum vim: +40.00 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 30% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Scorpionquake' [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 80% Damage when hit (Melee): 12 nature Changes resistances penetration: +25% mind Changes damage: +6% nature / +18% temporal It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 28% for 2 turns. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Afen the Cornac Psyshot level 41
1st Dusk 123rd year of Ascendancy at 02:27 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Afen the Cornac Psyshot level 50
43rd Haze 123rd year of Ascendancy at 11:06 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Afen the Cornac Psyshot level 40
6th Mirth 123rd year of Ascendancy at 12:30 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Afen the Cornac Psyshot level 31
13rd Pyre 123rd year of Ascendancy at 23:22 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Afen the Cornac Psyshot level 50
50th Pyre 124th year of Ascendancy at 23:11 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Afen the Cornac Psyshot level 45
20th Dusk 123rd year of Ascendancy at 01:40 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Afen the Cornac Psyshot level 50
19th Haze 123rd year of Ascendancy at 04:19 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Afen the Cornac Psyshot level 44
11st Dusk 123rd year of Ascendancy at 03:17 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Afen the Cornac Psyshot level 41
4th Dusk 123rd year of Ascendancy at 19:05 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Afen the Cornac Psyshot level 36
53rd Pyre 123rd year of Ascendancy at 11:11 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Afen the Cornac Psyshot level 31
1st Regrowth 123rd year of Ascendancy at 03:28 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Afen the Cornac Psyshot level 50
39th Haze 123rd year of Ascendancy at 01:00 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Afen the Cornac Psyshot level 43
7th Dusk 123rd year of Ascendancy at 22:26 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Afen the Cornac Psyshot level 50
41st Pyre 124th year of Ascendancy at 08:53 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Afen the Cornac Psyshot level 36
52nd Pyre 123rd year of Ascendancy at 13:35 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Afen the Cornac Psyshot level 50
61st Pyre 124th year of Ascendancy at 05:46 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Afen the Cornac Psyshot level 24
30th Haze 122nd year of Ascendancy at 09:15 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Afen the Cornac Psyshot level 32
22nd Pyre 123rd year of Ascendancy at 20:18 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Afen the Cornac Psyshot level 31
1st Pyre 123rd year of Ascendancy at 21:52 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Afen the Cornac Psyshot level 50
9th Regrowth 124th year of Ascendancy at 13:51 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Afen the Cornac Psyshot level 50
35th Regrowth 124th year of Ascendancy at 11:20 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Afen the Cornac Psyshot level 28
54th Haze 122nd year of Ascendancy at 07:57 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Afen the Cornac Psyshot level 46
20th Dusk 123rd year of Ascendancy at 10:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Afen the Cornac Psyshot level 10
1st Summertide 122nd year of Ascendancy at 01:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Afen the Cornac Psyshot level 20
44th Dusk 122nd year of Ascendancy at 05:38 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Afen the Cornac Psyshot level 30
59th Haze 122nd year of Ascendancy at 19:38 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Afen the Cornac Psyshot level 40
5th Mirth 123rd year of Ascendancy at 14:58 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Afen the Cornac Psyshot level 50
67th Dusk 123rd year of Ascendancy at 21:35 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Afen the Cornac Psyshot level 37
68th Pyre 123rd year of Ascendancy at 16:50 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Afen the Cornac Psyshot level 50
7th Regrowth 124th year of Ascendancy at 17:24 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Afen the Cornac Psyshot level 50
35th Haze 123rd year of Ascendancy at 12:15 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Afen the Cornac Psyshot level 23
17th Haze 122nd year of Ascendancy at 00:50 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Afen the Cornac Psyshot level 36
52nd Pyre 123rd year of Ascendancy at 16:17 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Afen the Cornac Psyshot level 25
46th Haze 122nd year of Ascendancy at 20:39 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Afen the Cornac Psyshot level 43
7th Dusk 123rd year of Ascendancy at 23:41 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Afen the Cornac Psyshot level 50
61st Pyre 124th year of Ascendancy at 05:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Afen the Cornac Psyshot level 7
78th Pyre 122nd year of Ascendancy at 12:20 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Afen the Cornac Psyshot level 50
7th Regrowth 124th year of Ascendancy at 11:43 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Afen the Cornac Psyshot level 23
19th Haze 122nd year of Ascendancy at 02:01 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Afen the Cornac Psyshot level 50
61st Pyre 124th year of Ascendancy at 05:46 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Afen the Cornac Psyshot level 50
39th Haze 123rd year of Ascendancy at 00:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Afen the Cornac Psyshot level 10
2nd Summertide 122nd year of Ascendancy at 18:27 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Afen the Cornac Psyshot level 47
41st Dusk 123rd year of Ascendancy at 02:41 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Afen the Cornac Psyshot level 23
18th Haze 122nd year of Ascendancy at 12:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Afen the Cornac Psyshot level 27
49th Haze 122nd year of Ascendancy at 20:07 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Afen the Cornac Psyshot level 20
44th Dusk 122nd year of Ascendancy at 14:52 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Afen the Cornac Psyshot level 40
6th Mirth 123rd year of Ascendancy at 05:06 see stats
Log
The antimagic shield of Afen crumbles.
Afen's cleansing fire area effect hits Afen for (60 antimagic), 0 fire (0 total damage).
Afen's cleansing fire area effect hits Afen for (51 flat reduction), (9 absorbed), 0 fire (0 total damage).
Afen's cleansing fire area effect hits Afen for (51 flat reduction), (9 absorbed), 0 fire (0 total damage).
Afen deactivates Rocket Boots.
Afen's cleansing fire area effect hits Afen for (51 flat reduction), (9 absorbed), 0 fire (0 total damage).
The psionic shield around Afen crumbles.
Talent Improved Gestalt is ready to use.
Afen uses Create Tinker.
Created tinker: voratun grapple
A psionic shield forms around Afen.
You detach voratun grip from your Guda the Flarewish (0 def, 4 armour).
You attach voratun grapple to your Guda the Flarewish (0 def, 4 armour) .
Resting starts...
Talent Antimagic Shield is ready to use.
The psionic shield around Afen crumbles.
Talent Improved Gestalt is ready to use.
Talent Rocket Boots is ready to use.
Talent Spring Grapple is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Afen uses Spring Grapple.
A psionic shield forms around Afen.
Afen deactivates her cloak's restoration systems.












































































































































