











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Madness Roguelike |
Sex | Male |
Race | Ghoul |
Class | Archer |
Level / Exp | 50 / 1244% |
Size | medium |
Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 63rd Dusk 124th year of Ascendancy at 07:46 / 1 |
Primary Stats
Strength | 67 (base 37) |
Dexterity | 143 (base 66) |
Constitution | 64 (base 8) |
Magic | 108 (base 61) |
Willpower | 53 (base 13) |
Cunning | 135 (base 66) |
Resources
Life | -34/1782 |
Mana | 659/659 |
Stamina | 284/290 |
Steam | 100/100 |
Healing Factor | 2.2561538461538 |
Regeneration | 59.900884615383 |
Speed
Mental | +38% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +80% |
Vision
Sight | 12 |
Lite | 32 |
Infravision | 9.0000000000002 |
See Stealth | 105.40105691714 |
See Invisible | 114.40105691714 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 311 |
Accuracy | 94 |
Crit Chance | 89% |
APR | 43 |
Speed | 0.51 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 74 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Blight | +14% |
Arcane | +22% |
Mind | +14% |
All | +2% |
Darkness | +40% |
Light | +37% |
Physical | +87% |
Fire | +23% |
Cold | +8% |
Offense: Damage Penetration
Blight | +15% |
Physical | +72% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 95 (100%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 38 |
Mental Save | 52 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 6%( 70%) |
Physical | + 41%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 57%( 70%) |
Mind | + 39%( 70%) |
Fire | + 20%( 70%) |
Lightning | + 61%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 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 38 up to 8 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 245% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 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 62 up to 8 times. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Agility | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortress |
talent | Apply Poison |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Rapid Shot |
talent | Premonition |
talent | Numbing Poison |
talent | Crippling Poison |
detrimental effect | The target is on fire, taking 260.70 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | Stay put, increasing your armour and defense by 2. Shoes of Moving Slowly |
detrimental effect | Your body is cauterizing, burning for 67.38 damage each turn. Cauterize |
beneficial effect | Reduces fire damage received by 20%. Premonition Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
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 Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | 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 Shardskin. * 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 1157. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Physical save: +15 (+5 eff.) Pinning immunity: +605% Knockback immunity: +125% Teleport immunity: +100% Spellpower: +5 (+1 eff.) Steampower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 16.54 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 88.20 lightning and 161.70 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 182% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +34.0% Capacity: 24 On weapon hit: * 24% chance to slow global speed by 62% * 20% chance to knock the target back 3 spaces and deal 224 physical damage * 25% chance for lightning to strike from the target to a second target dealing 119 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 acid / +33 physical Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +20 acid Shots are used with slings to pummel your foes to death. |
Light source | ![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag / +3 Wil Changes resistances: +15% darkness Changes damage: +35% light Damage affinity(heal): +5% light Critical mult.: +23.66% Blindness immunity: +88% Confusion immunity: +49% Maximum mana: +60.00 Spellpower: +27 (+6 eff.) Spell crit. chance: +2% Light radius: +27 See stealth: +55 See invisible: +50 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Level 35 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.) Changes stats: +10 Cun / +2 Wil Changes resistances: +6% blight / +19% physical / +42% darkness / +9% mind Changes damage: +20% arcane / +18% physical / +12% mind / +38% darkness Critical mult.: +10.00% Mental save: +15 (+5 eff.) Silence immunity: +0% Life regen: +4.60 Mana when firing critical spell: +1.00 Maximum mana: +110.00 Maximum hate: +13.00 Maximum vim: +30.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Damage Shield Power: +14% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Level 25 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +14 Armour: +22 Armour Hardiness: +15% Damage when hit (Melee): 10 cold Changes stats: +9 Dex / +11 Cun / +15 Con Changes resistances: +12% physical / +12% cold Changes resistances penetration: +10% mind Changes damage: +6% cold Talent granted: +5 Iron Grip Physical save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Disarm immunity: +150% Life regen: +11.00 Stamina each turn: +2.00 Hate when firing a critical mind attack: +2.00 Maximum stamina: +35.00 Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Physical power: +34 (+6 eff.) Armour: +8 Changes stats: +5 Cun / +12 Wil Changes resistances penetration: +28% physical Psi when hit: +0.20 Maximum psi: +40.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 88 lightning damage and will be dazed for 1 turn (442 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Physical crit. chance: +2.0% Armour: +8 Changes stats: +20 Dex / +16 Mag / +16 Cun / +3 Con Changes resistances penetration: +15% blight Changes damage: +6% blight Stamina each turn: +3.00 Mana each turn: +0.12 Spellpower: +30 (+7 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 23229.45 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +30% mind Changes damage: +10% physical / +21% fire Talent mastery: +0.40 Technique / Agility Blindness immunity: +40% Confusion immunity: +50% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Infravision radius: +9 Sight radius: +2 See invisible: +14 Combat speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 Crit. chance: +0.0% Attack speed: 143% Firing range: +10 On weapon hit: * chills your foe dealing 41 damage and slowing them by one tenth of a turn Travel speed: +200% Damage (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical crit. chance: +11.0% Changes damage: +23% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +0.00% Stamina each turn: +0.80 Maximum life: +60.00 Healing mod.: +10% Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +0 (+0 eff.) Fatigue: +0% Effects on melee hit: * 24% chance to reduce armor by 43% Changes stats: +7 Wil Changes resistances penetration: +19% physical Changes damage: +6% blight / +25% physical Critical mult.: +15.00% Maximum encumbrance: +0 Life regen: +10.70 Mana each turn: +0.12 Healing mod.: +81% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Slows Projectiles: +0% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 176% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +356 Damage (Melee): +20 lightning / +20 acid When wielded/worn: Physical power: +10 (+2 eff.) Armour: +33 Fatigue: +8% Effects when hit in melee: * 18% chance to reduce armor by 43% Damage when hit (Melee): 31 lightning Changes stats: +6 Dex / +6 Con Changes resistances: +19% lightning / +19% acid Talent granted: +1 Block Critical mult.: +10.00% Stamina each turn: +3.00 Maximum life: +95.00 Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +5 Defense: +38 (+8 eff.) Changes resistances: +42% lightning Changes resistances penetration: +25% physical Changes damage: +9% physical Critical mult.: +10.00% Physical save: +11 (+4 eff.) Stun/Freeze immunity: +50% Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +18 Cun / +10 Con When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() Requires: - Level 15 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 227% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Requires: - Level 15 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 194% efficiency and cooldown mod of 52%. 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.. |
![]() 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 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. |
![]() 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: 16 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 43 up to 7 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Requires: - Level 35 Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +23% lightning / +20% mind / +6% light / +6% acid Changes resistances penetration: +10% temporal Blindness immunity: +40% Silence immunity: +10% Disarm immunity: +24% Confusion immunity: +49% Stun/Freeze immunity: +50% Only die when reaching: -20.00 life Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Requires: - Level 35 Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -6% Changes stats: +10 Str / +19 Dex / +15 Wil / +9 Cun / +10 Con Changes resistances: +6% arcane Changes resistances penetration: +20% arcane Changes damage: +10% physical / +15% arcane / +18% light Mental save: +15 (+5 eff.) Confusion immunity: +25% Life regen: +5.00 Stamina each turn: +0.90 Mindpower: +13 (+4 eff.) Light radius: +4 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Cun / +10 Wil Changes damage: +15% fire Talent masteries: +0.40 Technique / Archery training +0.40 Corruption / Vile life Mental save: +24 (+8 eff.) Confusion immunity: +23% Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Mindpower: +14 (+4 eff.) Amulets can have magical properties. |
![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +20 Fatigue: -10% Changes stats: +8 Str / +10 Dex / +10 Cun / +9 Con Changes resistances: +9% blight / +9% fire / +3% temporal Changes resistances penetration: +5% blight / +10% fire / +5% temporal Talent mastery: +0.40 Corruption / Vile life Critical mult.: +20.00% Life regen: +4.00 Stamina each turn: +1.40 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Requires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Fatigue: -10% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 27% * 13% chance to blind Damage when hit (Melee): 2 physical Changes stats: +10 Dex / +2 Cun / +4 Con Changes resistances penetration: +15% physical Changes damage: +15% light / +15% darkness Critical mult.: +35.00% Mental save: +9 (+3 eff.) Life regen: +4.00 Hate when firing a critical mind attack: +1.00 Amulets can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 24% chance to reduce damage dealt by 27% Damage when hit (Melee): 6 darkness Changes stats: +6 Wil Changes resistances: +30% darkness / +21% mind / +24% light Changes resistances penetration: +20% darkness Changes damage: +9% physical / +12% temporal / +6% darkness / +6% cold Mental save: +15 (+5 eff.) Blindness immunity: +50% Confusion immunity: +74% Mindpower: +15 (+4 eff.) Combat speed: +10% Amulets can have magical properties. |
![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 fire Changes resistances: +15% physical / +12% fire Changes resistances penetration: +10% acid Changes damage: +12% blight / +10% physical / +9% arcane Talent mastery: +0.37 Technique / Agility Physical save: +25 (+8 eff.) Spell save: +25 (+9 eff.) Mental save: +23 (+8 eff.) Stamina each turn: +1.10 Combat speed: +10% Damage Shield penetration: +20% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +20 Changes stats: +22 Str / +1 Cun / +10 Con Changes resistances: +40% cold Changes resistances penetration: +10% temporal Changes damage: +20% cold Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 18.00% Rings can have magical properties. |
![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 physical Changes resistances: +12% blight / +5% arcane Changes damage: +12% blight Physical save: +6 (+2 eff.) Mana each turn: +0.12 Vim when firing critical spell: +2.00 Healing mod.: +25% Damage Shield penetration: +30% Rings can have magical properties. |
![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +33 (+5 eff.) Damage (Melee): 37 light Damage (Ranged): 28 light Changes stats: +3 Str / +20 Dex / +23 Mag / +2 Wil / +13 Cun Changes damage: +20% light Reduces incoming crit damage: 10.00% Spell save: +20 (+7 eff.) Light radius: +2 Infravision radius: +4 Rings can have magical properties. |
![]() Requires: - Level 35 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: Accuracy: +25 (+4 eff.) Armour penetration: +3 Physical power: +20 (+4 eff.) Defense: +14 (+3 eff.) Changes stats: +16 Mag / +8 Wil / +15 Cun Changes resistances penetration: +15% arcane Mental save: +12 (+4 eff.) Confusion immunity: +48% Only die when reaching: -80.00 life Spellpower: +21 (+5 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 32% chance to reduce damage dealt by 27% Changes stats: +8 Str / +8 Wil / +5 Cun / +6 Con Changes resistances: +21% darkness / +30% nature Changes resistances penetration: +40% light Stamina each turn: +4.82 Only die when reaching: -128.50 life Maximum stamina: +48.19 Mindpower: +13 (+4 eff.) Rings can have magical properties. |
![]() Requires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +17 Defense: +17 (+3 eff.) Changes stats: +5 Mag / +1 Wil / +10 Cun Changes resistances: +40% darkness / +40% nature / +9% mind Changes damage: +20% darkness / +20% nature / +3% mind / +9% arcane Spell save: +18 (+6 eff.) Vim when firing critical spell: +2.00 Spellpower: +15 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 can have magical properties. |
![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 6 light Changes stats: +10 Cun / +20 Dex Changes resistances: +30% acid / +4% physical / +38% light / +30% fire / +36% lightning / +30% cold Changes damage: +19% light Life regen: +4.73 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Str / +3 Con Changes resistances: +66% fire Changes resistances penetration: +15% acid / +15% cold Changes damage: +21% cold / +16% fire Reduces incoming crit damage: 17.04% Light radius: +3 Rings can have magical properties. |
![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +20 (+4 eff.) Effects on melee hit: * 24% chance to reduce armor by 43% Changes stats: +9 Dex / +3 Wil / +20 Cun / +10 Con Changes damage: +9% mind Critical mult.: +20.00% Physical save: +20 (+6 eff.) Life regen: +20.00 Maximum life: +96.00 Mental crit. chance: +4% Healing mod.: +20% Rings can have magical properties. |
![]() Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +35 (+6 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +15% blight / +12% lightning / +14% nature / +12% acid Changes resistances penetration: +5% arcane / +5% acid Changes damage: +3% lightning / +9% acid / +8% all Mental save: +15 (+5 eff.) Poison immunity: +26% Disease immunity: +26% Confusion immunity: +50% Spellpower: +20 (+5 eff.) Mindpower: +19 (+5 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 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. |
![]() Requires: - Level 35 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 blight Changes resistances penetration: +15% arcane Disarm immunity: +50% Pinning immunity: +45% Knockback immunity: +50% Mana each turn: +0.20 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +37.00 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Requires: - Level 35 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: +15 (+2 eff.) Armour: +36 Defense: +15 (+3 eff.) Changes stats: +10 Str Changes resistances: +6% acid / +6% lightning Mental save: +14 (+5 eff.) Confusion immunity: +49% Knockback immunity: +24% Life regen: +20.00 Maximum life: +137.00 Movement speed: +21% Healing mod.: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 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 38% for 5 turns. Rings can have magical properties. |
![]() Powered 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. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +8 Cun / +8 Wil Mindpower: +11 (+3 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 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 38% for 5 turns. Rings can have magical properties. |
![]() Requires: - Level 35 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Mag / +3 Wil / +9 Cun Changes resistances: +20% blight Changes resistances penetration: +25% arcane Changes damage: +20% blight Maximum encumbrance: +40 Mental save: +6 (+2 eff.) Blindness immunity: +50% Spellpower: +15 (+4 eff.) Mental crit. chance: +2% Infravision radius: +6 See stealth: +22 See invisible: +22 Rings can have magical properties. |
![]() Requires: - Level 35 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: Accuracy: +12 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 34 Damage (Ranged): 35 physical Changes stats: +10 Dex / +3 Wil / +22 Cun Changes resistances: +19% arcane / +40% light / +6% darkness Changes damage: +19% arcane / +20% light / +3% mind Critical mult.: +15.00% Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +16.00 Mindpower: +10 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Requires: - Level 35 Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to cause random gloom Damage (Melee): 50 bleed Effects on ranged hit: * 38% chance to cause random gloom Damage (Ranged): 46 bleed Changes stats: +18 Cun Changes resistances: +15% blight / +15% nature / +9% mind Mental save: +47 (+14 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +44% Hate when firing a critical mind attack: +5.00 Maximum hate: +38.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +1% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% It can be used to boost speed by 70% (based on Cunning) Activation costs 30 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Requires: - Level 35 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +11 Damage (Melee): 10 acid / 15 physical / 9 lightning / 10 fire / 17 arcane / 10 cold Damage when hit (Melee): 12 physical Changes stats: +21 Mag / +14 Wil / +6 Cun Changes resistances: +10% arcane / +9% light / +8% darkness Changes resistances penetration: +25% physical Changes damage: +12% blight / +10% physical Disarm immunity: +0% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +9 (+2 eff.) Armour: +6 Changes stats: +18 Str / +4 Dex / +1 Mag / +10 Wil / +1 Cun Changes resistances: +6% blight / +3% cold / +9% light / +6% fire Changes resistances penetration: +5% blight / +10% arcane Physical save: +3 (+1 eff.) Pinning immunity: +30% Mana each turn: +0.08 Mental crit. chance: +12% Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Requires: - Level 15 Infused 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Level 15 Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 60 power out of 41/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 410 cold damage (based on your Magic) Activation costs 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered 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. |
![]() Powered 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered 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. |
![]() 0.00 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. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Requires: - Level 35 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 23] amazing fiery salve [power 23]Requires: - Level 35 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 (23% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 23] amazing frost salve [power 23]Requires: - Level 35 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 (23% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 325] amazing healing salve [power 325]Requires: - Level 35 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 325 Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 284] amazing pain suppressor salve [power 284]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 let you fight up to -284 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing unstoppable force salve [power 90] amazing unstoppable force salve [power 90]Requires: - Level 35 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 increases all saves by 90 and healing factor by half Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing water salve [power 23] amazing water salve [power 23]Requires: - Level 35 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 (23% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered 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. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 Turns elapse between self-loadings: 3 On weapon hit: * 27% chance to reduce armor by 43% * 27% chance to slow global speed by 62% * 27% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +27 acid / +27 nature Damage (radius 1) on hit: +27 acid / +27 temporal Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Ice Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Power: 115% Range: 1.2x Uses stats: 60% Dex, 50% Mag, 60% Cun Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 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! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 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! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' 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! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Damage (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +25% nature / +25% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Defense: +10 (+2 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' 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! |
![]() Infused 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 (+4 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. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 62% 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 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 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.) Activation costs 30 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() Powered 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 18 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() Requires: - Level 35 0.00 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. |
![]() Requires: - Level 35 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Level 35 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Tiels the Ghoul Archer level 50
70th Pyre 124th year of Ascendancy at 17:42 see stats
By Tiels the Ghoul Archer level 46
48th Regrowth 124th year of Ascendancy at 19:49 see stats
By Tiels the Ghoul Archer level 42
12nd Regrowth 124th year of Ascendancy at 16:36 see stats
By Tiels the Ghoul Archer level 46
47th Regrowth 124th year of Ascendancy at 03:40 see stats
By Tiels the Ghoul Archer level 50
77th Pyre 124th year of Ascendancy at 23:42 see stats
By Tiels the Ghoul Archer level 50
23rd Dusk 124th year of Ascendancy at 20:21 see stats
By Tiels the Ghoul Archer level 48
62nd Regrowth 124th year of Ascendancy at 19:03 see stats
By Tiels the Ghoul Archer level 42
11st Regrowth 124th year of Ascendancy at 05:25 see stats
By Tiels the Ghoul Archer level 17
25th Regrowth 123rd year of Ascendancy at 21:35 see stats
By Tiels the Ghoul Archer level 47
59th Regrowth 124th year of Ascendancy at 02:40 see stats
By Tiels the Ghoul Archer level 40
6th Allure 124th year of Ascendancy at 15:19 see stats
By Tiels the Ghoul Archer level 21
55th Pyre 123rd year of Ascendancy at 10:08 see stats
By Tiels the Ghoul Archer level 34
69th Haze 123rd year of Ascendancy at 01:00 see stats
By Tiels the Ghoul Archer level 36
76th Haze 123rd year of Ascendancy at 06:12 see stats
By Tiels the Ghoul Archer level 46
54th Regrowth 124th year of Ascendancy at 16:31 see stats
By Tiels the Ghoul Archer level 42
12nd Regrowth 124th year of Ascendancy at 16:02 see stats
By Tiels the Ghoul Archer level 44
35th Regrowth 124th year of Ascendancy at 21:13 see stats
By Tiels the Ghoul Archer level 10
44th Haze 122nd year of Ascendancy at 06:26 see stats
By Tiels the Ghoul Archer level 20
44th Pyre 123rd year of Ascendancy at 02:35 see stats
By Tiels the Ghoul Archer level 30
65th Dusk 123rd year of Ascendancy at 09:00 see stats
By Tiels the Ghoul Archer level 40
5th Allure 124th year of Ascendancy at 15:35 see stats
By Tiels the Ghoul Archer level 50
18th Pyre 124th year of Ascendancy at 03:00 see stats
By Tiels the Ghoul Archer level 50
3rd Mirth 124th year of Ascendancy at 13:11 see stats
By Tiels the Ghoul Archer level 42
14th Regrowth 124th year of Ascendancy at 16:58 see stats
By Tiels the Ghoul Archer level 18
4th Pyre 123rd year of Ascendancy at 15:58 see stats
By Tiels the Ghoul Archer level 44
31st Regrowth 124th year of Ascendancy at 23:12 see stats
By Tiels the Ghoul Archer level 42
14th Regrowth 124th year of Ascendancy at 07:43 see stats
By Tiels the Ghoul Archer level 33
18th Haze 123rd year of Ascendancy at 08:05 see stats
By Tiels the Ghoul Archer level 48
59th Regrowth 124th year of Ascendancy at 08:15 see stats
By Tiels the Ghoul Archer level 42
12nd Regrowth 124th year of Ascendancy at 16:36 see stats
By Tiels the Ghoul Archer level 12
61st Haze 122nd year of Ascendancy at 09:16 see stats
By Tiels the Ghoul Archer level 42
12nd Regrowth 124th year of Ascendancy at 16:36 see stats
By Tiels the Ghoul Archer level 42
14th Regrowth 124th year of Ascendancy at 07:43 see stats
By Tiels the Ghoul Archer level 12
62nd Haze 122nd year of Ascendancy at 22:01 see stats
By Tiels the Ghoul Archer level 50
31st Pyre 124th year of Ascendancy at 00:19 see stats
By Tiels the Ghoul Archer level 22
72nd Pyre 123rd year of Ascendancy at 22:18 see stats
By Tiels the Ghoul Archer level 28
35th Dusk 123rd year of Ascendancy at 09:23 see stats
By Tiels the Ghoul Archer level 20
52nd Pyre 123rd year of Ascendancy at 15:51 see stats
By Tiels the Ghoul Archer level 45
46th Regrowth 124th year of Ascendancy at 07:55 see stats
Log
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Tiels for 223 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Tiels for 223 fire damage.
Tiels casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Talent Steady Shot is ready to use.
Burning from Linaniil, Supreme Archmage of Angolwen hits Tiels for (178 deflected), 671 fire (671 total damage).
Deep Wound from Tiels hits Linaniil, Supreme Archmage of Angolwen for (36 to psi shield), 200 physical (200 total damage).
Bleeding from Tiels hits Linaniil, Supreme Archmage of Angolwen for (36 to psi shield), 242 physical (242 total damage).
Bloodcaller hits Tiels for 11 healing, 14 healing (0 total damage) [25 healing].
Linaniil, Supreme Archmage of Angolwen casts Freeze.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Tiels reacts to damage from Linaniil, Supreme Archmage of Angolwen, mitigating the blow!.
Linaniil, Supreme Archmage of Angolwen surges with icy power!
Tiels is wreathed in flames on the brink of death!
Tiels resists!
Elemental Surge hits Tiels for (178 deflected), 0 cold (0 total damage).
Linaniil, Supreme Archmage of Angolwen hits Tiels for (962 resilience), (178 deflected), (251 reacted , -5 stam), 461 cold (461 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Tiels for (178 deflected), 45 fire (45 total damage).
Tiels the level 50 ghoul archer was combusted to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.
Tiels deactivates Intuitive Shots.
Tiels deactivates Premonition.
Tiels deactivates Numbing Poison.
Tiels deactivates Crippling Poison.
Tiels deactivates Trained Reactions.
Tiels stops burning.
Tiels deactivates Rapid Shot.
Tiels deactivates Apply Poison.
Tiels deactivates Chant of Fortress.
The protective shield of Tiels disappears.