









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.3Official Expansion!Embers of Rage 1.7.3Official Expansion!Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.3Donators/Buyers bonus! 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 Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 50 / 3182% |
| Size | big |
| Lifes / Deaths | Killed by Lithfengel at level 43 on the 27th Pyre 124th year of Ascendancy at 05:41 / 1 |
Primary Stats
| Strength | 114 (base 60) |
| Dexterity | 99 (base 65) |
| Constitution | 90 (base 41) |
| Magic | 40 (base 16) |
| Willpower | 38 (base 12) |
| Cunning | 97 (base 60) |
Resources
| Life | 1640/1640 |
| Stamina | 119/247 |
| Steam | 0/100 |
| Healing Factor | 2.5 |
| Regeneration | 110.625 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | -1.7763568394003E-13% |
| Spell | 0% |
| Global | +168.5% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 5 |
| See Stealth | 70.62032882722 |
| See Invisible | 67.62032882722 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Barehand
| Damage | 173 |
| Accuracy | 76 |
| Crit Chance | 114% |
| APR | 47 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +96% |
| Acid | +21% |
| Lightning | +21% |
| Temporal | +38% |
| Cold | +51% |
| Arcane | +15% |
| Fire | +15% |
| All | +9% |
Offense: Damage Penetration
| Lightning | +45% |
| Light | +24% |
| Temporal | +37% |
| Arcane | +40% |
| Physical | +86% |
| All | +25% |
Defense: Base
| Armour (hardiness) | -73.049866465338 (44.574340358689%) |
| Defense | 76 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 30 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 70%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 34%( 70%) |
| Physical | + 50%( 70%) |
| Mind | + 51%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 100% |
| Fear Resistance | 30% |
| Teleport Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 20% |
| Pinning Resistance | 25% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 71 up to 7 times. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 64%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 245% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Trained Reactions |
| talent | Precise Strikes |
| talent | Striking Stance |
| beneficial effect | The target is surrounded by a magical shield, absorbing 181/275 damage before it crumbles. Damage Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 34% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
| beneficial effect | Provides a frost aura, giving you +41% fire, light, and lightning affinity. Fiery Salve |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| detrimental effect | The target has been splashed with acid, taking 64.80 acid damage per turn, reducing armour by 88 and attack by 76. Acid Splash |
| beneficial effect | Increases global action speed by 68%. Speed |
| beneficial effect | Increases the effectiveness of all healing the target receives by 52%. Empowered Healing |
| detrimental effect | Ethereal Form bonuses reduced by 15% Ethereal Form |
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 |
You have killed Ungolรซ 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 Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Emovena the copperhead snake. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Salith the vampire lord. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Emelirerakira the snow giant thunderer. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by faerlhing. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by Emelavena the skeleton archer. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
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 Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by fire drake. Escort: repented thief (level 7 of Dreadfell) | failed |
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 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 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: 733. | 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. * 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. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. 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 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 |
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 | Eden's Guile (2 def, 1 armour) =finalboss=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 Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% It can be used to boost speed by 68% (based on Cunning) Activation costs 31 power out of 3/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| On hands | Arthunariran (0 def, 14 armour) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +14 Damage (Melee): 13 lightning / 14 physical Changes resistances: +9% lightning Changes damage: +9% lightning / +11% physical Talent granted: +5 Fatal Attractor Critical mult.: +15.00% Physical save: +12 (+4 eff.) Disease immunity: +20% Confusion immunity: +10% Knockback immunity: +20% Spell crit. chance: +13% Mental crit. chance: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 1) on hit: +14 physical Damage (radius 2) on crit: +13 lightning / +11 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Eastern Wood Hat (15 def, 0 armour) =endgame=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+14 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 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% Light radius: +7 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. |
| Tool | Cyrebeth the Arcraider (dig speed 23 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +9.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 2 nature Changes stats: +11 Str / +8 Wil Changes resistances: +12% lightning Changes resistances penetration: +21% physical Changes damage: +3% lightning Critical mult.: +17.00% Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun bloodstone ringInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +8 Str / +7 Con Stun/Freeze immunity: +60% Life regen: +20.00 Maximum life: +81.00 Healing mod.: +16% Rings make your fingers look great! |
| On fingers | Lisenne the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil / +4 Cun / +1 Con Changes resistances: +14% physical Changes damage: +14% physical Reduces incoming crit damage: 15.00% Mental save: +13 (+4 eff.) Confusion immunity: +44% Life regen: +20.00 Maximum life: +100.00 Healing mod.: +18% Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +30% mind Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Confusion immunity: +30% Fear immunity: +30% Spellpower: +16 (+6 eff.) Light radius: +2 Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets make your neck look great! |
| Main armor | elven-silk robe 'Tempestswift' (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +16% acid / +12% physical / +9% lightning / +14% fire / +57% cold / +5% arcane / +15% all Changes resistances penetration: +20% lightning / +12% temporal / +15% arcane / +9% physical Changes damage: +12% acid / +37% physical / +29% temporal / +6% fire / +6% arcane / +42% cold Talent cooldown: Refit Golem (-5 turns) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Liseda the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +2 Cun Changes resistances: +3% acid / +3% physical Changes resistances penetration: +15% all Physical save: +15 (+5 eff.) Blindness immunity: +43% Silence immunity: +20% Disarm immunity: +20% Confusion immunity: +17% Light radius: +11 See stealth: +23 See invisible: +6 Healing mod.: +26% It can be used to activate talent Track, placing all other charms into a 25 cooldown : Effective talent level: 3.6 Power cost: 25 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | restorative cashmere cloak of backstabbing (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Changes resistances: +13% blight / +12% nature / +30% lightning Critical mult.: +19.00% Stealth bonus: +9 Stun/Freeze immunity: +50% Life regen: +4.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | drakeskin leather belt 'Urthebar' Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 (+3 eff.) Changes resistances: +9% cold / +6% temporal Changes resistances penetration: +16% physical Changes damage: +25% physical Critical mult.: +13.00% Spell save: +13 (+6 eff.) Disease immunity: +20% Silence immunity: +10% Only die when reaching: -20.00 life Maximum life: +40.00 Size category: +1 A belt that goes around your waist. |
Inventory
medical injector implant (efficiency 137% / cooldown 82%)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 137% efficiency and cooldown mod of 82%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 106; cd 13) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 274; cd 12)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 274 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
heroism infusion of the sneak (die at -791; dur 7; cd 25)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -791 life. The duration and life will increase by 1% for every 1% life you have lost (currently 791 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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. |
movement infusion of the warrior (speed 883%; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 883% 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 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 nature talent. |
regeneration infusion of the sneak (heal 692; 12 cd)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 692 life over 5 turns. Its effects scale with your Cunning 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. |
regeneration infusion of the titan (heal 609; 16 cd)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 609 life over 5 turns. Its effects scale with your Constitution 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. |
wild infusion of the duelist (res 34%; mental; dur 3; cd 13)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: 14 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
wild infusion of the warrior (res 38%; physical; dur 4; 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: 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 physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 300 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the titan (absorb 554; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 554 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 535; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 535 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 47; blocks 5; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 5 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: 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. |
3 schematic: Antimagic 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: Armour ReinforcementRequires: - 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: Back SupportRequires: - 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: Botanical 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. |
3 schematic: Crystal 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. |
schematic: Deflection FieldRequires: - 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. |
3 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: Fatal AttractorRequires: - 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. |
5 schematic: Fiery 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. |
2 schematic: Fireproof CoatingRequires: - 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: Flash 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. |
4 schematic: Focus LensRequires: - 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: Fungal WebRequires: - 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: Hand CannonRequires: - 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: HeadlampRequires: - 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. |
3 schematic: Healing 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. |
2 schematic: Incendiary 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. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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. |
2 schematic: Magnetic 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: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor 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. |
8 schematic: Rocket BootsRequires: - 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. |
3 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. |
3 schematic: Second SkinRequires: - 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: Shocking 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. |
schematic: Silver FiligreeRequires: - 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: Solid 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. |
5 schematic: Spike AttachmentRequires: - 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. |
5 schematic: SteamgunRequires: - 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: SteamsawRequires: - 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: Thunderclap CoatingRequires: - 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. |
2 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. |
4 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. |
2 schematic: Water 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. |
3 schematic: Waterproof CoatingRequires: - 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. |
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! |
Ce'Noda the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +17 (+4 eff.) Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 22% * 15% chance to blind Changes stats: +6 Mag Changes resistances: +6% acid / +15% temporal Changes resistances cap: +7% all Changes damage: +15% light / +15% darkness Physical save: +27 (+8 eff.) Blindness immunity: +10% Silence immunity: +23% Mana each turn: +0.56 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Hettudor the SatyrquakeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +6% fire / +6% nature Spell save: +15 (+7 eff.) Disease immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +24% Only die when reaching: -80.00 life Amulets make your neck look great! |
Mayosebeth the BogseverInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +16% darkness / +22% temporal / +6% nature / +27% light Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +3% nature Blindness immunity: +33% Cut immunity: +60% Pinning immunity: +40% Knockback immunity: +45% Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 277 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
gold amulet 'Radhymadir'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -7% Changes stats: +6 Dex / +3 Mag / +4 Cun / +8 Con Changes resistances: +3% cold Changes damage: +6% darkness / +6% temporal / +5% light / +5% physical Poison immunity: +20% Life regen: +4.00 Stamina each turn: +0.60 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +35.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +5% See invisible: +9 Movement speed: +10% Amulets make your neck look great! |
grounding gold amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% lightning Stun/Freeze immunity: +26% Amulets make your neck look great! |
protective voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +13 Armour: +6 Defense: +6 (+2 eff.) Changes resistances cap: +5% all Critical mult.: +12.00% Physical save: +27 (+8 eff.) Amulets make your neck look great! |
savior's voratun amulet of perfection (0.31 Cunning / Dirty fighting,0.31 Wild-gift / Harmony)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.31 Cunning / Dirty fighting +0.31 Wild-gift / Harmony Physical save: +11 (+4 eff.) Spell save: +22 (+10 eff.) Mental save: +24 (+8 eff.) Amulets make your neck look great! |
serendipitous voratun amulet of constitution (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +16 (+4 eff.) Changes stats: +10 Lck / +8 Con Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
steel amulet 'Phoenixcrack'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +14 Damage (Melee): 9 light / 7 darkness Effects when hit in melee: * 8% chance to blind * 9% chance to reduce damage dealt by 22% Damage when hit (Melee): 6 mind Changes stats: +8 Dex Changes resistances: +6% fire Changes resistances penetration: +25% fire Changes damage: +9% light / +9% darkness / +6% mind Amulets make your neck look great! |
voratun amulet 'Khelaharamnir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Defense: +28 (+6 eff.) Changes stats: +6 Wil / +3 Con / +19 Lck Changes resistances penetration: +10% blight / +15% temporal Talent mastery: +0.39 Technique / Conditioning Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +17 Fatigue: -8% Changes stats: +6 Dex / +7 Cun / +7 Con Critical mult.: +17.00% Life regen: +3.00 Stamina each turn: +0.90 Movement speed: +10% 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 7 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. |
Bethariatta the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +8.0% Changes stats: +13 Cun / +11 Wil Changes resistances: +9% mind Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
EarilegCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +5 Str / +5 Con Poison immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life Rings make your fingers look great! |
ElyrinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +10 (+2 eff.) Changes resistances: +6% lightning / +3% blight Mental save: +6 (+2 eff.) Poison immunity: +10% Silence immunity: +20% Confusion immunity: +24% Rings make your fingers look great! |
Erelitar the ScorchcryptInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +25 (+6 eff.) Damage when hit (Melee): 6 fire Changes resistances: +40% lightning / +18% cold Changes damage: +20% lightning Reduces incoming crit damage: 15.00% Blindness immunity: +20% Disease immunity: +20% Confusion immunity: +20% Equilibrium when hit: +0.20 Mental crit. chance: +2% Rings make your fingers look great! |
Haluromiran the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +2 Dex Changes resistances: +12% lightning / +5% physical / +5% arcane / +3% blight Silence immunity: +20% Stun/Freeze immunity: +32% Life regen: +6.00 Healing mod.: +10% Rings make your fingers look great! |
Helloracle the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% * 20 arcane resource burn Changes stats: +8 Dex / +3 Con Changes resistances: +9% fire / +6% temporal Spell save: +18 (+9 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +43% Stamina each turn: +3.13 Rings make your fingers look great! |
InfernoglamourCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Armour: +4 Changes stats: +4 Dex Changes resistances penetration: +15% mind / +25% physical Changes damage: +24% fire Critical mult.: +15.00% Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +45% Equilibrium when hit: +0.12 Maximum life: +47.00 Rings make your fingers look great! |
LisubredhetiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +5.0% Fatigue: -6% Changes damage: +9% arcane Maximum encumbrance: +25 Mental save: +12 (+4 eff.) Confusion immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
LoamvalorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +30 (+7 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +7 Str / +5 Dex / +9 Wil Changes damage: +6% nature / +9% physical Critical mult.: +15.00% Mental save: +18 (+6 eff.) Only die when reaching: -60.00 life Rings make your fingers look great! |
MayiranaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +12 Wil / +2 Cun Critical mult.: +10.00% Mental save: +6 (+2 eff.) Blindness immunity: +34% Stun/Freeze immunity: +32% Life regen: +5.00 Spellpower: +7 (+3 eff.) Mindpower: +10 (+4 eff.) Infravision radius: +6 See stealth: +13 See invisible: +12 Rings make your fingers look great! |
Noonstinger the steel ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+2 eff.) Changes resistances: +6% light Changes resistances penetration: +5% fire Changes damage: +3% fire Silence immunity: +21% Mana each turn: +0.10 Spellpower: +14 (+5 eff.) Mindpower: +10 (+4 eff.) Light radius: +2 Rings make your fingers look great! |
Phlegmglamour the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +7 Wil / +2 Cun / +5 Con Changes resistances: +18% blight / +6% nature / +6% acid Changes damage: +6% blight Stun/Freeze immunity: +44% Life regen: +8.00 Rings make your fingers look great! |
Radherofang the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con Changes resistances: +6% acid / +26% cold / +6% mind / +12% fire Changes damage: +13% cold Life regen: +4.00 See invisible: +3 Rings make your fingers look great! |
Relgerath the HazemortalCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +3 Physical power: +25 (+5 eff.) Changes stats: +12 Wil Changes resistances: +9% cold Physical save: +15 (+5 eff.) Spell save: +16 (+8 eff.) Mental save: +16 (+5 eff.) Rings make your fingers look great! |
RelgychakCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +10 Changes stats: +9 Str / +6 Con Changes resistances: +6% light / +9% temporal Mental save: +6 (+2 eff.) Cut immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 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. |
Runiran the BleaklordCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% acid / +9% mind / +18% darkness Changes resistances penetration: +29% mind / +29% acid Changes damage: +9% acid / +34% darkness / +24% mind Stun/Freeze immunity: +34% Life regen: +5.00 Rings make your fingers look great! |
Smolderransom the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 darkness Changes resistances: +23% darkness Changes resistances penetration: +29% fire Changes damage: +9% blight / +34% fire Stun/Freeze immunity: +44% Life regen: +8.00 Rings make your fingers look great! |
UlfenegCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +1 Dex Changes resistances: +2% physical Changes resistances penetration: +10% physical Changes damage: +12% acid Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 19.61 cold and 25.46 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 37 power out of 60/60. This azure ring seems to be always moist to the touch. |
VelutiraPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Wil / +8 Cun / +6 Con Changes resistances: +6% mind / +2% physical Spell save: +19 (+9 eff.) Blindness immunity: +44% Teleport immunity: +10% Only die when reaching: -83.52 life Maximum stamina: +23.00 Maximum vim: +10.00 Mindpower: +15 (+5 eff.) Infravision radius: +5 See stealth: +25 See invisible: +21 Healing mod.: +20% Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +11 (+3 eff.) Fatigue: -8% Changes stats: +8 Cun / +7 Wil Changes resistances: +4% physical Changes damage: +9% physical Critical mult.: +10.00% Maximum encumbrance: +34 Physical save: +9 (+3 eff.) Stamina each turn: +1.00 Mindpower: +13 (+5 eff.) Movement speed: +18% Activating this item is instant. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
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 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +8 (+2 eff.) Stun/Freeze immunity: +30% Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. Rings make your fingers look great! |
mule's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +25 Stun/Freeze immunity: +26% Life regen: +4.00 Rings make your fingers look great! |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
rogue's copper ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +10% mind Changes damage: +10% mind Rings make your fingers look great! |
steel citrine ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% Changes resistances penetration: +5% acid Mental save: +7 (+2 eff.) Blindness immunity: +26% Confusion immunity: +30% Stun/Freeze immunity: +23% Life regen: +3.00 Equilibrium when hit: +0.08 Mindpower: +10 (+4 eff.) Light radius: +4 Infravision radius: +8 See stealth: +13 See invisible: +10 Rings make your fingers look great! |
stralite ring 'Adilranor'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +16 Mag / +6 Wil / +12 Cun Changes damage: +3% arcane Critical mult.: +15.00% Mental save: +12 (+4 eff.) Maximum vim: +30.00 Spellpower: +23 (+8 eff.) Damage Shield penetration: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
stralite ring 'Bilecut'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +11 Physical power: +10 (+2 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 2 arcane / 6 nature Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +9% nature / +6% all Physical save: +11 (+4 eff.) Spell save: +11 (+5 eff.) Mental save: +14 (+4 eff.) Spellpower: +16 (+6 eff.) Mindpower: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.6 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +20.00 Maximum life: +80.00 Healing mod.: +15% Rings make your fingers look great! |
voratun ring 'Blastrot'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 2 acid Changes stats: +7 Cun / +8 Dex Changes resistances penetration: +15% acid Changes damage: +21% lightning Mental save: +14 (+4 eff.) Confusion immunity: +45% Life regen: +13.00 Maximum life: +75.00 Healing mod.: +18% Rings make your fingers look great! |
voratun ring 'Glorosewyn'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage (Melee): 32 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 26 Damage (Ranged): 30 physical Changes stats: +8 Mag / +7 Wil / +5 Cun Changes resistances: +3% acid / +3% physical Changes damage: +12% mind Physical save: +18 (+5 eff.) Spell save: +18 (+9 eff.) Mental save: +18 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +20.00 Maximum hate: +16.00 Spellpower: +13 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
voratun ring 'Poloba'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +4 Changes stats: +2 Str / +2 Dex / +7 Wil / +8 Cun / +13 Con Physical save: +16 (+5 eff.) Spell save: +18 (+9 eff.) Only die when reaching: -80.80 life Maximum stamina: +31.00 Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Burnwasp' (165% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 165% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun Changes resistances: +6% arcane / +12% fire / +21% light / +21% nature Mental save: +24 (+8 eff.) Disease immunity: +27% Confusion immunity: +27% Stun/Freeze immunity: +27% Equilibrium when hit: +0.28 Only die when reaching: -108.81 life Sharp, short and deadly. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
hardened leather belt 'Glorykira' =main=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Changes stats: +6 Dex Changes resistances: +15% acid / +15% light Physical save: +31 (+9 eff.) Poison immunity: +20% Only die when reaching: -80.00 life A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) =main=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 13 power out of 20/20) : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 41% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Woeoath (13 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Damage when hit (Melee): 2 darkness Changes stats: +4 Mag / +2 Wil Changes resistances penetration: +25% darkness Changes damage: +9% lightning Physical save: +11 (+4 eff.) Spell save: +15 (+7 eff.) Mental save: +11 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeryrenn the elven-silk robe (4 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Changes stats: +4 Str / +4 Dex / +3 Mag / +9 Con Changes resistances: +15% blight / +15% all Changes damage: +30% nature Reduces incoming crit damage: 15.66% Physical save: +29 (+8 eff.) Poison immunity: +45% Disease immunity: +38% Life regen: +2.80 Maximum life: +100.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) =main=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+3 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 20 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. |
This item will automatically be transmogrified when you leave the level.Lavaseam (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 13 fire Changes stats: +6 Str / +8 Dex / +8 Cun / +6 Con / +13 Lck Reduces incoming crit damage: 20.40% Stealth bonus: +14 Mental save: +24 (+8 eff.) Maximum psi: +68.01 Mindpower: +35 (+12 eff.) See invisible: +21 A pair of boots made of leather. |
Noonsweep the pair of drakeskin leather boots (21 def, 5 armour) =confuse=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+5 eff.) Damage when hit (Melee): 8 acid Changes stats: +10 Str / +11 Dex / +9 Con Changes resistances penetration: +15% light Changes damage: +18% fire / +6% light / +9% physical Silence immunity: +50% Confusion immunity: +39% Stun/Freeze immunity: +35% Light radius: +3 Size category: +1 A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+2 eff.) You move 3 spaces at once. Accurately? Less so. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
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! |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% Gauntlets. But with steam power! |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Elysethra the Flashknave (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 darkness / 8 lightning Changes resistances: +9% lightning / +17% physical / +12% mind Changes resistances penetration: +10% darkness / +20% lightning Changes damage: +20% mind / +17% physical Physical save: +10 (+3 eff.) Mental save: +16 (+5 eff.) Life regen: +4.30 Maximum psi: +37.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +5% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
Iseba the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +15 (+3 eff.) Defense: +3 (+1 eff.) Changes stats: +3 Str / +7 Wil / +7 Cun Changes resistances: +7% lightning / +7% temporal / +8% light / +8% fire / +8% nature / +7% acid / +24% blight / +6% cold / +7% darkness Changes resistances penetration: +15% arcane Changes damage: +18% blight Maximum stamina: +31.03 Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Lustrewyrd (11 def, 0 armour) =main=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +3 Mag Changes resistances: +9% light / +3% nature / +3% darkness Spell save: +6 (+3 eff.) Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
Nerelrakira (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +8 Cun / +9 Wil Changes resistances: +8% lightning / +7% temporal / +8% light / +8% fire / +7% nature / +6% acid / +7% blight / +7% cold / +7% darkness Changes resistances penetration: +25% mind Changes damage: +12% light / +15% temporal / +15% darkness / +14% physical Reduces incoming crit damage: 15.00% Mental save: +17 (+5 eff.) Mental crit. chance: +6% Infravision radius: +3 It can be used to activate talent Hateful Whisper, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 107 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
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! |
Stormshear the elven-silk wizard hat (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes resistances: +28% darkness / +9% acid Changes damage: +6% lightning / +14% temporal / +33% darkness / +15% light / +20% arcane / +15% physical Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Silence immunity: +20% Maximum life: +60.00 Maximum mana: +78.00 Healing mod.: +5% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Glimmercrypt' (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 arcane / 4 light Changes stats: +7 Mag / +7 Wil Changes resistances: +3% light / +12% fire / +19% mind / +15% cold Changes resistances penetration: +5% arcane Changes damage: +3% cold / +19% mind / +12% light Spellpower: +6 (+2 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Zubimira' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +6 Mag / +7 Wil Changes resistances: +20% blight Changes resistances penetration: +25% mind Changes damage: +13% temporal / +10% light / +20% blight / +13% physical / +10% darkness Spellpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
5 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. |
1546 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. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 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. |
12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolรซInfused 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 49 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
4 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. |
9 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
RavenbiterInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +6% acid / +6% light / +15% darkness / +6% fire / +6% arcane / +3% all Changes resistances penetration: +15% cold Spell save: +28 (+12 eff.) Mental save: +27 (+9 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +11% Light radius: +5 See stealth: +12 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
53 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 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. |
8 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. |
10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 437.00 fire damage (based on Magic) Activation costs 31 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)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 123 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 392.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 16 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 21] amazing fiery salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 16 turns. Medical salve. |
amazing frost salve [power 21] amazing frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 16 turns. Medical salve. |
amazing healing salve [power 309] amazing healing salve [power 309]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 309 Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 21] amazing water salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (21% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 16 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. |
perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 7 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Baragrim the stralite torque of mindblast [power 355] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Physical power: +30 (+6 eff.) Changes resistances penetration: +25% acid Critical mult.: +15.00% Stamina each turn: +3.00 It can be used to blast the opponent's mind dealing 386 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Gima the stralite torque of clear mind [power 4] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +16 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 30% Reduces incoming crit damage: 10.00% Teleport immunity: +20% Maximum life: +60.00 Healing mod.: +20% 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 16 turns. Torques are made by powerful psionics to store psionic powers. |
Hanadir the dragonbone totem of healing [power 476] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +20 (+5 eff.) Changes stats: +3 Dex / +2 Con Silence immunity: +20% Stun/Freeze immunity: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 476 Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage penetration by 29% for 2 turns. * Increase all damage by 26% for 2 turns. * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
cleansing dragonbone totem of thorny skin [power 83] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 83 and armour hardiness by 70% Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered ash totem of healing [power 326] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 326 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 19 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. |
15 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
14 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. |
8 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. |
12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
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 (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Aiddl the Cornac Brawler level 38
74th Haze 123rd year of Ascendancy at 16:20 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Aiddl the Cornac Brawler level 33
47th Dusk 123rd year of Ascendancy at 05:11 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Aiddl the Cornac Brawler level 37
69th Haze 123rd year of Ascendancy at 19:55 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Aiddl the Cornac Brawler level 50
3rd Dusk 125th year of Ascendancy at 00:00 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Aiddl the Cornac Brawler level 46
3rd Haze 124th year of Ascendancy at 19:08 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Aiddl the Cornac Brawler level 50
5th Mirth 125th year of Ascendancy at 03:03 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Aiddl the Cornac Brawler level 41
12nd Regrowth 124th year of Ascendancy at 07:12 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Aiddl the Cornac Brawler level 23
73rd Haze 122nd year of Ascendancy at 05:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aiddl the Cornac Brawler level 8
5th Mirth 122nd year of Ascendancy at 14:29 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Aiddl the Cornac Brawler level 39
7th Decay 123rd year of Ascendancy at 12:35 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Aiddl the Cornac Brawler level 36
63rd Haze 123rd year of Ascendancy at 19:40 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Aiddl the Cornac Brawler level 31
21st Dusk 123rd year of Ascendancy at 17:53 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Aiddl the Cornac Brawler level 50
4th Allure 126th year of Ascendancy at 19:31 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Aiddl the Cornac Brawler level 25
77th Haze 122nd year of Ascendancy at 13:42 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Aiddl the Cornac Brawler level 34
4th Haze 123rd year of Ascendancy at 20:40 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Aiddl the Cornac Brawler level 50
3rd Summertide 125th year of Ascendancy at 10:40 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Aiddl the Cornac Brawler level 50
19th Haze 125th year of Ascendancy at 04:45 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Aiddl the Cornac Brawler level 50
35th Haze 125th year of Ascendancy at 21:38 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aiddl the Cornac Brawler level 33
47th Dusk 123rd year of Ascendancy at 04:42 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Aiddl the Cornac Brawler level 47
4th Haze 124th year of Ascendancy at 13:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aiddl the Cornac Brawler level 10
1st Flare 122nd year of Ascendancy at 00:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Aiddl the Cornac Brawler level 20
66th Dusk 122nd year of Ascendancy at 20:08 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Aiddl the Cornac Brawler level 30
1st Flare 123rd year of Ascendancy at 20:55 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Aiddl the Cornac Brawler level 40
7th Decay 123rd year of Ascendancy at 12:35 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Aiddl the Cornac Brawler level 50
20th Regrowth 125th year of Ascendancy at 04:11 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Aiddl the Cornac Brawler level 50
6th Haze 125th year of Ascendancy at 06:37 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Aiddl the Cornac Brawler level 33
48th Dusk 123rd year of Ascendancy at 08:46 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Aiddl the Cornac Brawler level 50
29th Dusk 125th year of Ascendancy at 10:46 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Aiddl the Cornac Brawler level 35
60th Haze 123rd year of Ascendancy at 20:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Aiddl the Cornac Brawler level 18
53rd Dusk 122nd year of Ascendancy at 21:48 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Aiddl the Cornac Brawler level 40
7th Regrowth 124th year of Ascendancy at 18:52 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Aiddl the Cornac Brawler level 50
4th Allure 126th year of Ascendancy at 19:30 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Aiddl the Cornac Brawler level 33
47th Dusk 123rd year of Ascendancy at 05:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aiddl the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 04:48 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Aiddl the Cornac Brawler level 33
47th Dusk 123rd year of Ascendancy at 05:11 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aiddl the Cornac Brawler level 29
75th Pyre 123rd year of Ascendancy at 16:52 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Aiddl the Cornac Brawler level 50
4th Allure 126th year of Ascendancy at 19:31 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Aiddl the Cornac Brawler level 50
1st Mirth 125th year of Ascendancy at 14:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Aiddl the Cornac Brawler level 11
3rd Flare 122nd year of Ascendancy at 16:03 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Aiddl the Cornac Brawler level 47
58th Haze 124th year of Ascendancy at 03:33 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Aiddl the Cornac Brawler level 42
37th Regrowth 124th year of Ascendancy at 21:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Aiddl the Cornac Brawler level 25
78th Haze 122nd year of Ascendancy at 06:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aiddl the Cornac Brawler level 18
51st Dusk 122nd year of Ascendancy at 03:46 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Aiddl the Cornac Brawler level 43
27th Pyre 124th year of Ascendancy at 05:41 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Aiddl the Cornac Brawler level 37
69th Haze 123rd year of Ascendancy at 17:13 see stats
Log
Barrow wight's glacial vapour area effect hits Aiddl for (42 flat reduction), 0 cold (0 total damage).
Barrow wight's glacial vapour area effect hits Uruivellas for (143 stormshielded), 0 cold (0 total damage).
Barrow wight's glacial vapour area effect hits Argoniel for 32 cold damage.
Barrow wight's glacial vapour area effect hits High Sun Paladin Aeryn for 57 cold damage.
Uruivellas's firestorm hits Aiddl for (63 flat reduction), (94 absorbed), 0 fire, 288 healing (0 total damage) [288 healing].
Uruivellas's firestorm hits High Sun Paladin Aeryn for (48 absorbed), 36 fire (37 total damage).
Aiddl receives 137 healing from High Sun Paladin Aeryn's healing light area effect.
Argoniel receives 102 healing from High Sun Paladin Aeryn's healing light area effect.
Barrow wight receives 85 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn hits Argoniel for 100 light damage.
Aiddl throws a wild haymaker!
Aiddl performs a melee critical strike against Argoniel!
The shield around Argoniel crumbles.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Aiddl performs a melee critical strike against Argoniel!
Aiddl hits Argoniel for (102 absorbed), 2179 physical (2180 total damage).
Talent Rune: Stormshield is ready to use.
Aiddl killed Argoniel!
Acid Splash from Argoniel hits Aiddl for (36 flat reduction), 0 acid (0 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.







































































































































































