
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Select your Escorts 1.5.10Allows 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:
Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 35 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 20 on the 10th Allure 123rd year of Ascendancy at 16:51 6 / 1 |
Primary Stats
| Strength | 74 (base 60) |
| Dexterity | 36 (base 25) |
| Constitution | 35 (base 10) |
| Magic | 74 (base 60) |
| Willpower | 40 (base 10) |
| Cunning | 32 (base 12) |
Resources
| Mana | 20/334 |
| Life | 980/980 |
| Positive | 72/72 |
| Stamina | 277/277 |
| Steam | 100/100 |
| Healing Factor | 1.1829268292682 |
| Regeneration | 0.29573170731705 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 17 |
| See Stealth | 36.586305844308 |
| See Invisible | 34.586305844308 |
Offense: Mainhand
| Damage | 230 |
| Accuracy | 43 |
| Crit Chance | 68% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Arcane | +3% |
| Cold | +6% |
| All | 0% |
| Mind | +6% |
| Darkness | +6% |
| Light | +16% |
| Temporal | +15% |
| Physical | 0% |
| Lightning | +8% |
| Fire | +35% |
| Nature | +12% |
Offense: Damage Penetration
| Lightning | +10% |
| Darkness | +20% |
| Physical | +19% |
| Mind | +10% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 108.4348380628 (100%) |
| Defense | 48 |
| Ranged Defense | 51 |
| Fatigue | 26 |
| Physical Save | 48 |
| Spell Save | 46 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 50%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 70%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 24%( 70%) |
| Darkness | + 62%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 10%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Stun Resistance | 55% |
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 84% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. While Heroism is active, you will only die when reaching -649 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 416 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 735% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Premonition |
| talent | Righteous Strength |
| beneficial effect | The target is surrounded by a magical shield, absorbing 147/147 damage before it crumbles. Damage Shield |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+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 ice 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed ice ant stinger. * You've found the needed black mamba head. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of squid ink. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed wretchling eyeball. * You've found the needed vial of greater demon bile. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Nimbussage (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Str / +3 Mag / +9 Con Changes resistances: +12% lightning Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% See invisible: +6 It can be used to activate talent Rush, placing all other charms into a 18 cooldown : Effective talent level: 2.2 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Lightningspawner' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +10% lightning / +20% nature Changes damage: +3% lightning / +16% light Light radius: +9 See stealth: +8 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 | First helm (10 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Dex / +15 Wil / +5 Cun Changes resistances: +33% blight / +40% darkness Spell save: +15 (+5 eff.) Mental save: +29 (+9 eff.) Disease immunity: +5% Pinning immunity: +15% Teleport immunity: +20% Mindpower: +6 (+3 eff.) Light radius: +5 Infravision radius: +8 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
| Tool | Deepssorrow of the Blightspawn (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Effects when hit in melee: * 33% chance to disease * 38% chance to inflict 15% damage reduction Damage when hit (Melee): 20 nature Changes stats: +4 Cun / +3 Str Changes resistances penetration: +19% physical / +20% darkness / +10% nature Changes damage: +6% nature / +3% darkness Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Aruyann the DarkladyRequires: - Level 25 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +37% acid / +9% temporal / +30% cold / +34% lightning / +33% fire Changes damage: +3% darkness Stun/Freeze immunity: +5% Teleport immunity: +20% Mindpower: +9 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | TorchserpentRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +9% light / +12% fire Changes damage: +30% fire Disarm immunity: +34% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +37.00 Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around waist | Gorestake the hardened leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +38 (+12 eff.) Damage when hit (Melee): 12 temporal Changes resistances: +3% fire Changes damage: +6% nature / +15% temporal Stealth bonus: +8 Physical save: +19 (+6 eff.) Maximum life: +53.00 Slows Projectiles: +25% A belt that goes around your waist. |
| In main hand | Dethblyd (70-112 power, 34 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +34 Crit. chance: +36.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. This item has been sent to the Item's Vault. |
| On hands | stone warden's voratun gauntlets (0 def, 19 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +19 Armour Hardiness: +10% Changes stats: +8 Con Changes resistances: +9% physical Talent granted: +3 Iron Grip Disarm immunity: +80% Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Main armor | The Black Plate (25 def, 38 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +38 Armour Hardiness: +20% Defense: +25 (+8 eff.) Fatigue: +18% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+5 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 11 power out of 15/15) : Effective talent level: 3.6 Power cost: 11 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
| Cloak | Eryblek (2 def, 19 armour) Requires: - Level 15 Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +19 Defense: +2 (+0 eff.) Damage when hit (Melee): 20 arcane Changes resistances: +30% lightning / +19% cold Reduces incoming crit damage: 10.00% Pinning immunity: +20% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Around neck | Ebonytickler of the BlightspawnRequires: - Level 15 Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 31% chance to inflict 15% damage reduction * 23% chance to disease Changes stats: +1 Mag Changes resistances: +12% temporal / +16% cold / +6% mind / +16% fire Changes resistances penetration: +10% mind Changes damage: +4% acid / +5% fire / +3% arcane / +6% cold / +6% mind / +5% lightning Pinning immunity: +20% Knockback immunity: +26% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. This item has been sent to the Item's Vault. |
Inventory
medical injector implant of the sneak (efficiency 129% / cooldown 88%)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 129% efficiency and cooldown mod of 88%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 172% / cooldown 60%)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 172% efficiency and cooldown mod of 60%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 161% / cooldown 66%)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 161% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 13)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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 67 steam. 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 warrior (697% speed; 5 turns)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: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 21%; cure mental)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: 15 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 effect and reduce all damage taken by 21% for 4 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
BaryranInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +4 (+1 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Dex / +2 Con Changes resistances: +30% lightning Changes resistances penetration: +25% physical Changes damage: +15% lightning Life regen: +0.60 Rings can have magical properties. |
gold ring 'Nerymina'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str / +2 Wil Changes resistances: +5% arcane Changes damage: +9% blight Mana each turn: +0.16 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +50.00 Damage Shield penetration: +20% Rings can have magical properties. |
stralite ring 'Shockpall'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Changes resistances: +9% lightning Changes resistances penetration: +25% lightning Changes damage: +9% darkness / +21% lightning Maximum encumbrance: +36 Rings can have magical properties. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Str, 50% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+4 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Ice Breath (costing 21 power out of 30/30) : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 226.97 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time). The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
parasitic pulsing mindstar of persecution (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +21% Unnatural When wielded/worn: Hate when firing a critical mind attack: +5.00 Maximum hate: +8.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Life leech chance: +13% Life leech: +13% 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. |
GlaciaRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. |
Ivada the LightstunRequires: - Level 15 Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Str Changes resistances: +7% lightning / +7% temporal Changes damage: +6% light Physical save: +12 (+4 eff.) Maximum stamina: +10.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
Pitchraven of the BlightspawnRequires: - Level 15 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 33% chance to disease * 24% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes stats: +4 Wil / +3 Mag Changes resistances: +3% lightning / +6% fire / +6% cold Changes damage: +12% temporal Maximum life: +62.00 Maximum mana: +53.00 Maximum stamina: +30.00 Maximum hate: +12.00 Maximum psi: +26.00 Maximum vim: +25.00 Maximum pos.energy: +22.00 Maximum neg.energy: +26.00 Spell crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. This item has been sent to the Item's Vault. |
Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+7 eff.) It can be used to activate talent Temporal Reprieve (costing 35 power out of 50/50) : Effective talent level: 1.0 Power cost: 35 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 17 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Xanura the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes resistances: +10% acid / +8% fire / +10% lightning / +10% cold Changes resistances penetration: +25% mind Changes damage: +15% mind Equilibrium when hit: +0.16 Psi when hit: +0.08 Mental crit. chance: +3% A pair of boots made of leather. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 42 power out of 60/60) : Effective talent level: 1.0 Power cost: 42 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Goraromitar the hardened leather cap (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +15 Fatigue: +3% Changes resistances: +9% temporal / +11% fire / +9% light / +11% cold Changes resistances penetration: +10% mind Changes damage: +15% mind Reduces incoming crit damage: 10.00% Mental save: +30 (+10 eff.) A cap made of leather. |
Hanyldir (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +15 Str / +6 Wil / +2 Cun / +4 Con Changes resistances: +11% physical Physical save: +10 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+4 eff.) Mindpower: +12 (+5 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 70 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Voidworth of the Blightspawn (12 def, 15 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to disease * 32% chance to inflict 15% damage reduction Changes stats: +6 Dex / +4 Wil / +4 Cun Changes resistances: +5% all Reduces incoming crit damage: 10.00% Physical save: +26 (+8 eff.) Spell save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Poison immunity: +5% Mindpower: +5 (+3 eff.) A cap made of leather. |
Obsidianpall of the Blightspawn (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Effects when hit in melee: * 35% chance to disease * 37% chance to inflict 15% damage reduction Changes stats: +3 Dex / +13 Wil / +14 Cun Changes resistances: +9% physical Changes resistances penetration: +10% blight Changes damage: +12% blight Physical save: +24 (+8 eff.) Mental save: +39 (+13 eff.) A suit of armour made of mail. |
10 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. |
224 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. |
18 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes damage: +10% blight Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. It was corrupted by the digestive sack. |
Aleldir the Scumwasp (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+1 eff.) Changes stats: +2 Str Changes resistances: +9% temporal / +3% cold / +6% nature / +9% light Critical mult.: +15.00% Spell save: +36 (+12 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lightwrack the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +12 Fatigue: -8% Effects on melee hit: * 30% chance to blind Changes stats: +5 Str Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 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. |
14 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 133.56 darkness damage (based on Mindpower and charge), costing 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 28 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Mardayon'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Dex / +1 Wil Changes resistances: +8% darkness / +3% acid Changes damage: +8% light Damage affinity(heal): +5% light Blindness immunity: +15% Confusion immunity: +10% Light radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Sun Flare, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 40.79 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 7 power out of 9/9) : Effective talent level: 2.0 Power cost: 7 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 179.67 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
13 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 142 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Dourspawn of the Blightspawn [power 391] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: -7 Dex / +7 Wil / +1 Cun Changes resistances penetration: +15% mind Talent cooldown: Volcano (-2 turns) Talents granted: +4 Void Blast +3 Volcano Mental save: +6 (+2 eff.) Mental crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to fire a bolt of a random element with (base) damage 196 to 391, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 21 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
6 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. |
5 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
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Sun Paladin the Shalore Sun Paladin level 32
62nd Pyre 123rd year of Ascendancy at 12:41 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Sun Paladin the Shalore Sun Paladin level 27
14th Pyre 123rd year of Ascendancy at 06:30 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Sun Paladin the Shalore Sun Paladin level 31
47th Pyre 123rd year of Ascendancy at 09:42 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Sun Paladin the Shalore Sun Paladin level 33
70th Pyre 123rd year of Ascendancy at 17:31 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sun Paladin the Shalore Sun Paladin level 14
56th Haze 122nd year of Ascendancy at 06:47 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Sun Paladin the Shalore Sun Paladin level 34
72nd Pyre 123rd year of Ascendancy at 04:49 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Sun Paladin the Shalore Sun Paladin level 28
23rd Pyre 123rd year of Ascendancy at 01:05 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Sun Paladin the Shalore Sun Paladin level 18
78th Haze 122nd year of Ascendancy at 07:45 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sun Paladin the Shalore Sun Paladin level 27
22nd Pyre 123rd year of Ascendancy at 22:44 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Sun Paladin the Shalore Sun Paladin level 32
65th Pyre 123rd year of Ascendancy at 03:24 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sun Paladin the Shalore Sun Paladin level 20
1st Regrowth 123rd year of Ascendancy at 09:49 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Sun Paladin the Shalore Sun Paladin level 10
21st Haze 122nd year of Ascendancy at 04:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Sun Paladin the Shalore Sun Paladin level 20
9th Allure 123rd year of Ascendancy at 10:30 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Sun Paladin the Shalore Sun Paladin level 30
37th Pyre 123rd year of Ascendancy at 11:20 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Sun Paladin the Shalore Sun Paladin level 4
7th Flare 122nd year of Ascendancy at 06:37 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sun Paladin the Shalore Sun Paladin level 8
32nd Dusk 122nd year of Ascendancy at 00:20 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Sun Paladin the Shalore Sun Paladin level 26
12nd Pyre 123rd year of Ascendancy at 11:57 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Sun Paladin the Shalore Sun Paladin level 18
7th Decay 122nd year of Ascendancy at 09:14 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Sun Paladin the Shalore Sun Paladin level 34
73rd Pyre 123rd year of Ascendancy at 02:00 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Sun Paladin the Shalore Sun Paladin level 7
1st Dusk 122nd year of Ascendancy at 20:04 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Sun Paladin the Shalore Sun Paladin level 20
19th Regrowth 123rd year of Ascendancy at 18:26 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sun Paladin the Shalore Sun Paladin level 21
75th Regrowth 123rd year of Ascendancy at 01:28 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Sun Paladin the Shalore Sun Paladin level 30
45th Pyre 123rd year of Ascendancy at 19:51 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Sun Paladin the Shalore Sun Paladin level 12
36th Haze 122nd year of Ascendancy at 04:40 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sun Paladin the Shalore Sun Paladin level 21
74th Regrowth 123rd year of Ascendancy at 13:43 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Sun Paladin the Shalore Sun Paladin level 28
29th Pyre 123rd year of Ascendancy at 18:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Sun Paladin the Shalore Sun Paladin level 17
77th Haze 122nd year of Ascendancy at 23:44 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sun Paladin the Shalore Sun Paladin level 25
12nd Pyre 123rd year of Ascendancy at 11:53 see stats
Log
A shield forms around Sun Paladin.
The shield around Sun Paladin crumbles.
Talent Barrier is ready to use.
Sun Paladin casts Barrier.
A shield forms around Sun Paladin.
The shield around Sun Paladin crumbles.
Talent Barrier is ready to use.
Sun Paladin casts Barrier.
A shield forms around Sun Paladin.
The shield around Sun Paladin crumbles.
Talent Barrier is ready to use.
Sun Paladin casts Barrier.
A shield forms around Sun Paladin.
The shield around Sun Paladin crumbles.
Talent Barrier is ready to use.
Sun Paladin casts Barrier.
A shield forms around Sun Paladin.
Sun Paladin deactivates Chant of Fortitude.
Sun Paladin deactivates Weapon of Light.
Sun Paladin deactivates Weapon of Wrath.
The shield around Sun Paladin crumbles.
Sun Paladin deactivates Second Life.
Sun Paladin deactivates Premonition.
Sun Paladin deactivates Righteous Strength.



















































































































