











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Timed Rest 1.1.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 42 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Aerarithra the ghoul at level 42 on the 21st Steel 124th year of Ascendancy at 11:17 6 / 1 |
Primary Stats
| Strength | 93 (base 64) |
| Dexterity | 32 (base 15) |
| Constitution | 38 (base 15) |
| Magic | 63 (base 60) |
| Willpower | 53 (base 28) |
| Cunning | 40 (base 28) |
Resources
| Life | 1262/1262 |
| Mana | 661/661 |
| Equilibrium | 0 |
| Steam | 100/100 |
| Healing Factor | 1.661923076923 |
| Regeneration | 11.550365384615 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 30.359939435378 |
| See Invisible | 36.359939435378 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 219 |
| Accuracy | 42 |
| Crit Chance | 29% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 101 |
| Accuracy | 42 |
| Crit Chance | 33% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +26% |
| Physical | +26% |
| Cold | +19% |
| All | +8% |
| Darkness | +14% |
| Light | +14% |
| Temporal | +15% |
| Mind | +26% |
| Lightning | +23% |
Offense: Damage Penetration
| Lightning | +20% |
| Temporal | +30% |
| Arcane | +15% |
| Darkness | +30% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 86 (87.462686567164%) |
| Defense | 35 |
| Ranged Defense | 45 |
| Fatigue | 67 |
| Physical Save | 63 |
| Spell Save | 60 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 29%( 70%) |
| Mind | + 31%( 70%) |
| Physical | + 60%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 64%( 70%) |
Defense: Immunities
| Stun Resistance | 94% |
| Poison Resistance | 20% |
| Blind Resistance | 25% |
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Silence Resistance | 30% |
| Pinning Resistance | 14% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (4/4)
| 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 177% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 507 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 701% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 244 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Stone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 grave | active |
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. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by Aeroriabrenne the giant army ant. Escort: lost anorithil (level 3 of Old Forest) | failed |
You failed to protect the lost anorithil from death by SWD. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 49. | 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. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed pouch of luminous horror dust. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed electric eel tail. * You've found the needed giant spider spinneret. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* 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 Clear | active |
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 | Gunelegazor the Blazeonslaught (0 def, 9 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes resistances: +10% lightning / +9% temporal Changes resistances penetration: +10% lightning Physical save: +9 (+3 eff.) Mental save: +39 (+10 eff.) Blindness immunity: +25% Poison immunity: +20% Pinning immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +15% Teleport immunity: +100% A pair of boots made of leather. |
| Light source | Hathezilasathel the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 8 blight Changes stats: +5 Wil Changes resistances penetration: +10% all Changes damage: +6% blight Spell save: +12 (+3 eff.) Light radius: +5 Damage Shield penetration: +40% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Arthorenik (8 def, 12 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +12 (+2 eff.) Armour: +12 Defense: +8 (+4 eff.) Fatigue: +5% Changes stats: +7 Str / +5 Dex / +7 Wil / +5 Cun Changes resistances: +15% fire / +15% physical / +15% cold / +7% all Changes damage: +6% mind / +9% blight Critical mult.: +15.00% Physical save: +24 (+6 eff.) Silence immunity: +30% Maximum mana: +80.00 Maximum vim: +20.00 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent 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 Talent granted: +4 Iron Grip Critical mult.: +30.00% Disarm immunity: +140% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Glowcast [power 45] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Changes resistances: +3% light Maximum wards: +2 acid / +2 nature / +2 light Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +2 Rushing Claws Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Zanonariblek'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +4 Wil / +5 Cun / +6 Con Changes resistances: +22% cold Changes damage: +11% cold Critical mult.: +10.00% Disarm immunity: +20% Mana each turn: +0.12 Mindpower: +9 (+3 eff.) Rings can have magical properties. |
| On fingers | Isevena the gold ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% lightning / +12% physical / +12% mind Changes resistances penetration: +5% arcane / +20% temporal Changes damage: +15% lightning / +12% physical / +12% mind Maximum mana: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
| Around neck | Olygar the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Changes stats: +6 Dex / +4 Mag Changes resistances: +5% arcane Changes damage: +6% darkness / +7% temporal / +6% light / +6% physical Critical mult.: +14.00% Spell save: +20 (+5 eff.) Only die when reaching: -80.00 life Maximum hate: +6.00 Maximum psi: +20.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
| In main hand | Murkpride (12 def, 3 armour, 100% power, 207.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 175% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +207 Damage (Melee): +19 nature / +4 darkness Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 20 nature Changes stats: +3 Wil / +1 Mag Changes resistances: +30% lightning / +17% physical / +20% blight / +30% cold / +20% nature Changes resistances penetration: +10% darkness Changes damage: +3% blight Talent granted: +5 Block Maximum life: +93.00 Handheld deflection devices. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Sanguine Shield (14 def, 4 armour, 100% power, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+6 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
| Cloak | Glidagakira the Dourrupture (2 def, 7 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Dex Changes resistances: +13% blight / +22% cold / +15% nature / +30% lightning Changes resistances penetration: +10% darkness Reduces incoming crit damage: 15.00% Physical save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Stun/Freeze immunity: +50% Life regen: +1.70 Only die when reaching: -50.00 life See invisible: +6 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour of the dragon (7 def, 21 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +4 Str / +4 Con Changes resistances: +7% acid / +5% physical / +9% cold / +6% lightning / +7% fire Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 28.00% Disarm immunity: +23% Stun/Freeze immunity: +24% Knockback immunity: +27% A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 183% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 183% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 232% / cooldown 69%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 232% efficiency and cooldown mod of 69%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 169% / cooldown 66%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 169% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 112)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 and cleanse 1 wound and 1 poison effect. 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 ability. |
heroism infusion of the duelist (+9 for 8 turns, die at -316)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 8 turns. While Heroism is active, you will only die when reaching -316 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. |
heroism infusion of the psychic (+12 for 11 turns, die at -579)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 11 turns. While Heroism is active, you will only die when reaching -579 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+11 for 7 turns, die at -607)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 7 turns. While Heroism is active, you will only die when reaching -607 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. |
heroism infusion of the titan (+13 for 11 turns, die at -836)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 11 turns. While Heroism is active, you will only die when reaching -836 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. |
heroism infusion of the warrior (+19 for 11 turns, die at -846)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -846 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+12 for 9 turns, die at -544)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -544 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (731% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
movement infusion of the sneak (530% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
regeneration infusion of the sneak (heal 196 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 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 ability. |
regeneration infusion of the titan (heal 402 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 402 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 ability. |
regeneration infusion of the warrior (heal 645 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 645 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 26%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 26% for 5 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 ability. |
This item will automatically be transmogrified when you leave the level.wild infusion of the wizard (resist 25%; cure mental, magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 or magical effect and reduce all damage taken by 25% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 25%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Lisygatira the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +7 Cun / +3 Con Talent masteries: +0.22 Wild-gift / Dwarven nature +0.22 Technique / Combat training Reduces incoming crit damage: 15.00% Infravision radius: +3 Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 276 strength, based on Magic) for 5 turns, costing 16 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Relgunarigund the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Str / +4 Dex Changes resistances: +6% blight / +3% physical / +19% light / +21% darkness Changes damage: +9% physical Blindness immunity: +33% Maximum stamina: +25.00 Amulets can have magical properties. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 553.14 physical damage (based on Magic) in a radius of 3, costing 40 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
steel amulet 'Boltpassion'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes resistances: +14% blight / +12% nature / +18% lightning Changes resistances penetration: +15% lightning / +5% nature Poison immunity: +26% Disease immunity: +26% Amulets can have magical properties. |
EmeliveaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +9% blight Critical mult.: +10.00% Disarm immunity: +27% Pinning immunity: +28% Knockback immunity: +26% Maximum life: +32.00 Maximum mana: +100.00 Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
copper ring 'Armidedur'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Wil / +10 Cun / +2 Con Maximum encumbrance: +23 See invisible: +9 Rings can have magical properties. |
psionicist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings can have magical properties. |
sneakthief's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
steel ring 'Islebeth'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +15% mind Changes resistances penetration: +10% mind Disarm immunity: +30% Pinning immunity: +27% Knockback immunity: +22% Maximum life: +31.00 Infravision radius: +3 Rings can have magical properties. |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
wizard's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +17% acid / +17% fire / +18% lightning / +18% cold Spell save: +12 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Belador the Gloombutcher (156% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 156% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +8 darkness Burst (radius 2) on crit: +16 lightning When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +19 (+8 eff.) Changes resistances: +12% lightning / +12% darkness Changes resistances penetration: +10% lightning / +10% darkness Changes damage: +18% darkness / +21% temporal Disarm immunity: +61% Massive two-handed battleaxes. |
Grinofang the stralite dagger (132% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +40 insidious poison When wielded/worn: Damage when hit (Melee): 12 temporal Changes damage: +9% temporal Grants telepathy: All Mental save: +12 (+3 eff.) Maximum hate: +8.00 Sharp, short and deadly. |
Witch-Bane (152% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
This item will automatically be transmogrified when you leave the level.Ulfyyakor the Charhacker Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 65% Range: 1.1x Uses stat: 50% Mag Damage type: Fire Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 2) on crit: +6 fire When wielded/worn: Changes stats: +7 Dex Changes resistances: +15% temporal Changes resistances penetration: +20% temporal Changes damage: +21% temporal / +6% fire Slings are used to hurl stones or metal shots at your foes. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Power: 65% Range: 1.2x Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (143% power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 143% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+10 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Mirrorazor (143% power, 23 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 143% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +5.0% Attack speed: 100% Block value: +60 When this weapon hits: Turn Back the Clock (8% chance level 2). Damage conversion: 50% temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +20 (+8 eff.) Fatigue: +8% Changes resistances: +15% temporal Talent granted: +2 Block Activating this item is instant. It can be used to 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated)., costing 20 power out of 30/30. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
Overclocked Radius (133% power, 19 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Power: 133% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +9.0% Attack speed: 100% Block value: +50 On weapon hit: * increase paradox by a random amount On weapon crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Fatigue: +9% Damage affinity(heal): +30% temporal Talents granted: +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
Malediction (167% power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 167% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+6 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
rough leather belt 'Isoribeth'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -10% Changes stats: +3 Str / +6 Dex / +4 Cun Reduces incoming crit damage: 10.00% Life regen: +1.00 Healing mod.: +13% A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Gema' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +5 Dex / +2 Mag / +10 Con Changes resistances: +0% lightning / +16% cold Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Festerwedge' (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 16 nature Changes stats: +3 Str / +6 Mag / +7 Wil / +5 Cun Changes resistances: +17% blight / +19% mind / +23% darkness Reduces incoming crit damage: 10.00% Physical save: +14 (+4 eff.) Spell save: +17 (+4 eff.) Mental save: +32 (+8 eff.) Life regen: +3.70 Mana each turn: +0.19 Psi each turn: +0.26 Maximum life: +80.00 Healing mod.: +20% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ivina (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes stats: +6 Str / +6 Con Changes damage: +9% acid Physical save: +0 (+0 eff.) Silence immunity: +23% Confusion immunity: +32% Pinning immunity: +0% Stun/Freeze immunity: +31% Knockback immunity: +0% Teleport immunity: +0% It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Searobsidian the pair of iron boots (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +6% cold / +3% nature / +9% darkness Changes resistances penetration: +20% fire Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkpierce the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +9% temporal / +9% darkness / +9% light Physical save: +0 (+0 eff.) Spell save: +20 (+5 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Infravision radius: +1 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent 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 (+4 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! |
The Warped Boots (2 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+3 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+3 eff.) It can be used to activate talent Spit Blight (costing 7 power out of 50/50) : Effective talent level: 3.0 Power cost: 7 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 265.93 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 11 power out of 24/24) : Effective talent level: 4.0 Power cost: 11 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Borerach the cashmere wizard hat (5 def, 9 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +8 Mag / +7 Con Changes resistances: +2% physical Changes damage: +8% arcane Spell save: +7 (+2 eff.) Only die when reaching: -20.00 life It can be used to activate talent Stone Wall, placing all other charms into a 53 cooldown : Effective talent level: 1.2 Power cost: 53 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 109.65 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+6 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 17 power out of 50/50) : Effective talent level: 2.0 Power cost: 17 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 56.38 fire and 65.78 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Decayed Visage (0 def, 6 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Str / +5 Mag / +5 Wil Changes damage: +8% blight / +11% arcane Life regen: +0.80 Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 17 power out of 45/45) : Effective talent level: 2.0 Power cost: 17 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 16%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+6 eff.) It can be used to activate talent Instill Fear (costing 12 power out of 45/45) : Effective talent level: 2.0 Power cost: 12 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 14%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
This item will automatically be transmogrified when you leave the level.Kindlegrinder (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 fire Changes resistances: +27% fire / +12% nature / +9% physical Changes resistances penetration: +10% nature / +25% fire Changes damage: +9% fire Physical save: +21 (+6 eff.) A suit of armour made of mail. |
Fire Dragon Shield (16 def, 9 armour, 100% power, 220 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+7 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Gunytothel the Serpentraven (8 def, 2 armour, 100% power, 80.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 145% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +80 On weapon hit: * Slows global speed by 40% * 40% chance to cause random gloom On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% mind Changes resistances penetration: +10% nature Talent granted: +3 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 100% power, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 159% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+8 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
stralite shield 'Eilinomina' (10 def, 2 armour, 100% power, 136.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +136 On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +40% Damage (Melee): +15 light When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 24% chance to blind Changes stats: +4 Mag / +5 Con Changes resistances: +16% light / +25% cold Changes damage: +6% arcane Talent granted: +4 Block Critical mult.: +10.00% Maximum vim: +20.00 Spellpower: +2 (+0 eff.) Handheld deflection devices. |
Islyma the Scorpioncrack (16/16, 153% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 153% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 16 On weapon hit: * Slows global speed by 40% * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing Damage (Ranged): +15 cold / +8 arcane / +12 blight / +11 bleed / +8 nature Arrows are used with bows to pierce your foes to death. |
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. |
904 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. |
5 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. |
3 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cyruyann the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +8 Cun / +3 Con Changes resistances: +10% blight / +11% darkness Changes damage: +12% blight Maximum vim: +20.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +8% Light radius: -3 Infravision radius: +12 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 29 blight damage or heals 35 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 10 power out of 25/25) : Effective talent level: 5.0 Power cost: 10 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
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. |
5 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (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, costing 133 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. |
powerful fiery salve [power 14] powerful fiery salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (14% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
powerful frost salve [power 14] powerful frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
powerful water salve [power 14] powerful water salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (14% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 17 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +9 (+3 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
Brodyran [power 27] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward Life regen: +1.00 Only die when reaching: -80.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 23 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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. |
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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
6 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. |
7 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. |
14 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By SWD the Dwarf Stone Warden level 33
18th Dearth 123rd year of Ascendancy at 14:13 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By SWD the Dwarf Stone Warden level 33
16th Dearth 123rd year of Ascendancy at 17:40 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By SWD the Dwarf Stone Warden level 36
22nd Loss 123rd year of Ascendancy at 20:40 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By SWD the Dwarf Stone Warden level 36
18th Loss 123rd year of Ascendancy at 05:41 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By SWD the Dwarf Stone Warden level 30
4th Dearth 123rd year of Ascendancy at 15:49 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SWD the Dwarf Stone Warden level 7
8th Profit 122nd year of Ascendancy at 00:27 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By SWD the Dwarf Stone Warden level 35
15th Loss 123rd year of Ascendancy at 00:56 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By SWD the Dwarf Stone Warden level 32
15th Dearth 123rd year of Ascendancy at 20:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By SWD the Dwarf Stone Warden level 20
15th Gold 123rd year of Ascendancy at 21:02 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SWD the Dwarf Stone Warden level 29
15th Voratun 123rd year of Ascendancy at 15:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SWD the Dwarf Stone Warden level 10
28th Profit 122nd year of Ascendancy at 19:59 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By SWD the Dwarf Stone Warden level 20
15th Steel 123rd year of Ascendancy at 00:13 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By SWD the Dwarf Stone Warden level 30
3rd Dearth 123rd year of Ascendancy at 16:28 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By SWD the Dwarf Stone Warden level 40
28th Iron 124th year of Ascendancy at 11:52 see stats
Purely a Formality (Insane (Adventure) difficulty)
Unlock a locked race or class while playing a character of that race/class.By SWD the Dwarf Stone Warden level 20
21st Steel 123rd year of Ascendancy at 03:27 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By SWD the Dwarf Stone Warden level 19
24th Iron 123rd year of Ascendancy at 15:25 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By SWD the Dwarf Stone Warden level 34
12nd Loss 123rd year of Ascendancy at 15:07 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By SWD the Dwarf Stone Warden level 33
7th Loss 123rd year of Ascendancy at 13:37 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By SWD the Dwarf Stone Warden level 21
20th Gold 123rd year of Ascendancy at 00:51 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By SWD the Dwarf Stone Warden level 35
15th Loss 123rd year of Ascendancy at 06:54 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By SWD the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 16:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By SWD the Dwarf Stone Warden level 7
13rd Profit 122nd year of Ascendancy at 07:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By SWD the Dwarf Stone Warden level 11
31st Profit 122nd year of Ascendancy at 22:39 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By SWD the Dwarf Stone Warden level 37
4th Iron 124th year of Ascendancy at 16:09 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By SWD the Dwarf Stone Warden level 25
22nd Stralite 123rd year of Ascendancy at 17:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By SWD the Dwarf Stone Warden level 25
4th Stralite 123rd year of Ascendancy at 08:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SWD the Dwarf Stone Warden level 16
13rd Wealth 122nd year of Ascendancy at 02:38 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By SWD the Dwarf Stone Warden level 32
14th Dearth 123rd year of Ascendancy at 11:00 see stats
Log
Stone Half (SWD) uses Taunt.
Crystaline Half (SWD) uses Rain of Spikes.
Aerarithra the ghoul casts Aether Beam.
Aerarithra the ghoul's spell attains critical power!
Aerarithra the ghoul's aether beam hits Stone Half (SWD) for 24 arcane damage.
Aerarithra the ghoul's aether beam hits Stone Half (SWD) for 24 arcane damage.
Aerarithra the ghoul's aether beam hits Stone Half (SWD) for 24 arcane damage.
Aerarithra the ghoul's aether beam hits Stone Half (SWD) for 24 arcane damage.
Aerarithra the ghoul's aether beam hits Stone Half (SWD) for 24 arcane damage.
Aerarithra the ghoul's aether beam hits Stone Half (SWD) for 24 arcane damage.
Aerarithra the ghoul's aether beam hits Stone Half (SWD) for 24 arcane damage.
SWD resists!
Crystaline Half (SWD) resists!
Aerarithra the ghoul's aether beam hits SWD for 208 arcane damage.
Aerarithra the ghoul's aether beam hits Stone Half (SWD) for 24 arcane damage.
Aerarithra the ghoul's aether beam hits Crystaline Half (SWD) for 197 arcane damage.
Crystaline Half (SWD) resists!
SWD resists!
Aerarithra the ghoul's aether beam hits Crystaline Half (SWD) for 197 arcane damage.
Aerarithra the ghoul's aether beam hits Stone Half (SWD) for 19 arcane damage.
Aerarithra the ghoul's aether beam hits SWD for 165 arcane damage.
SWD the level 42 dwarf stone warden was imploded to death by Aerarithra the ghoul on level 3 of Tannen's Tower.
You have 6 life(s) left.
SWD is moving less freely.
SWD deactivates Shards.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Aerarithra the ghoul's aether beam killed SWD!
Saving done.










































































































































