



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 1.6.7Official 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:
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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 50 / 1229% |
| Size | medium |
| Lifes / Deaths | Killed by Emubrema the greater faeros at level 27 on the 12nd Regrowth 123rd year of Ascendancy at 16:00 1 / 6Killed by Poltergeist Stormfront at level 31 on the 66th Regrowth 123rd year of Ascendancy at 01:08 Killed by Inquisitor Siloma at level 50 on the 30th Regrowth 124th year of Ascendancy at 20:29 Killed by Rak'shor, Grand Necromancer of the Pride at level 50 on the 32nd Regrowth 124th year of Ascendancy at 10:45 Killed by Gomira the Invoker at level 50 on the 76th Regrowth 124th year of Ascendancy at 13:08 Killed by Gina the Flamebringer at level 50 on the 76th Regrowth 124th year of Ascendancy at 14:20 |
Primary Stats
| Strength | 57 (base 29) |
| Dexterity | 102 (base 65) |
| Constitution | 81 (base 60) |
| Magic | 37 (base 10) |
| Willpower | 31 (base 20) |
| Cunning | 116 (base 62) |
Resources
| Life | 1442/1442 |
| Steam | 100/100 |
| Healing Factor | 1.4243027888447 |
| Regeneration | 20.296314741037 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +107% |
Vision
| Sight | 15 |
| Lite | 12 |
| Infravision | 14 |
| See Stealth | 145.98870772754 |
| See Invisible | 145.98870772754 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 68 |
| Crit Chance | 99% |
| APR | 45 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +24% |
| Blight | +17% |
| Arcane | +29% |
| Nature | +14% |
| All | +8% |
Offense: Damage Penetration
| Acid | +44% |
| Light | +40% |
| Nature | +42% |
| Arcane | +35% |
| Fire | +39% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 60 (75.817490494297%) |
| Defense | 103 |
| Ranged Defense | 104 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 47 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Cold | + 35%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 48%( 70%) |
| Lightning | + 60%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 91% |
| Blind Resistance | 69% |
| Silence Resistance | 56% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 94% |
| Pinning Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 65% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.4 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.3 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 192% efficiency and cooldown mod of 65%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.3 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 215% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
| Infusions | Effective talent level: 1.3 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -845 life. The duration and life will increase by 1% for every 1% life you have lost (currently 845 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Magnetism | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Steamtech / Demolition | 1.60 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Steamtech / Mecharachnid | 1.60 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Turrets | 1.60 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gadgets | 1.60 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Engineering | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Rocket Pod |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (254/254). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 45% and triggers a radius 7 conal explosion dealing 29% steamgun damage. 3 stacks remaining. Reactive Armor |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Glorigakira the vampire. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by Emima the snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * 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 ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Breninarirab' (0 def, 4 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -6% Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +10% arcane Changes damage: +18% arcane Maximum encumbrance: +30 Physical save: +35 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+2 eff.) Silence immunity: +35% Confusion immunity: +26% Pinning immunity: +25% Stun/Freeze immunity: +29% Knockback immunity: +25% Teleport immunity: +100% A pair of boots made of leather. |
| Quiver | Boop (21/21, 71.5-85.8 power, 15 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 71.5 - 85.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +15 Crit. chance: +37.0% Capacity: 21 On weapon crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Travel speed: +437% Damage (Ranged): +20 acid Damage (radius 1) on hit: +16 physical When wielded/worn: Ammo reloads per turn: +5 Talent granted: +5 Hook Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Xerunne' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +7 Str Changes resistances: +18% fire Changes damage: +16% light Mental save: +11 (+3 eff.) Maximum life: +100.00 Light radius: +8 See stealth: +25 See invisible: +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (4 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +4 (+0 eff.) Fatigue: +10% Changes stats: +6 Str / +6 Con Changes resistances: +10% all Blindness immunity: +50% Silence immunity: +0% 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. A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +15 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Talent granted: +5 Itching Powder Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Greenlady the yew totem of healing [power 302] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +25 (+4 eff.) Changes stats: +6 Str / +3 Dex Changes damage: +6% nature Critical mult.: +20.00% Only die when reaching: -60.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Str / +7 Mag / +7 Wil / +2 Cun / +6 Con Changes resistances: +9% lightning Reduces incoming crit damage: 15.00% Mental save: +13 (+4 eff.) Disarm immunity: +44% Confusion immunity: +44% Pinning immunity: +44% Knockback immunity: +40% Maximum life: +38.00 Spellpower: +13 (+5 eff.) Light radius: +3 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Dawnwend the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 light Changes resistances: +6% acid / +9% darkness / +6% cold / +9% nature / +15% light Changes resistances penetration: +15% light Mental save: +13 (+4 eff.) Confusion immunity: +44% Rings can have magical properties. |
| Around neck | RelgodrablekInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Defense: +12 (+2 eff.) Changes stats: +3 Dex / +4 Con Changes damage: +3% arcane Critical mult.: +15.00% Physical save: +33 (+8 eff.) Spell save: +19 (+6 eff.) Mental save: +19 (+5 eff.) Blindness immunity: +19% Life regen: +4.00 Maximum life: +55.00 Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
| In main hand | Ivysenn the voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 21 * applies a stacking poison dealing 57 damage per turn Travel speed: +800% Damage (radius 2) on crit: +34 acid / +65 fire / +27 nature / +12 blight Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +14 Changes stats: +3 Dex / +6 Cun / +5 Con Changes resistances penetration: +19% acid / +14% fire / +17% nature Changes damage: +9% blight Global speed: +7% Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | balancing hardened leather belt of dampening Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Defense: +12 (+2 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +6% acid / +6% fire / +7% lightning / +7% cold Mental crit. chance: +8% Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Shield usage training - Cunning 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 100% Cun, 20% Mag Damage type: Temporal Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | elven-silk cloak 'Isabeth' (22 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +31 (+8 eff.) Defense: +22 (+3 eff.) Damage when hit (Melee): 10 mind Changes resistances: +30% lightning Physical save: +18 (+4 eff.) Poison immunity: +21% Silence immunity: +21% Stun/Freeze immunity: +71% Stamina each turn: +3.09 Maximum life: +102.96 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) 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 (+2 eff.) Changes stats: +8 Cun Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 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
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Blazeresolve the copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 2 fire Changes resistances: +12% blight / +11% nature / +6% mind / +3% acid Physical save: +9 (+2 eff.) Poison immunity: +23% Disease immunity: +21% Cut immunity: +20% Stun/Freeze immunity: +10% Amulets can have magical properties. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+2 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. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
MaledumnirCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +25 (+4 eff.) Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +9 Con Changes resistances: +12% nature / +15% mind Life regen: +9.00 Stamina each turn: +1.30 Only die when reaching: -60.00 life Maximum life: +100.00 Movement speed: +10% Healing mod.: +15% Amulets can have magical properties. |
Torchgrind the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex / +6 Mag / +5 Wil Changes resistances: +27% fire / +26% temporal Changes damage: +6% fire Pinning immunity: +29% Knockback immunity: +42% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
cleansing stralite amulet of mastery (0.33 Steamtech / Chemistry)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +23% nature / +18% blight Talent mastery: +0.33 Steamtech / Chemistry Poison immunity: +26% Disease immunity: +22% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
BilewildInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +12% temporal Changes resistances penetration: +10% nature Changes damage: +11% lightning Disease immunity: +20% Silence immunity: +20% Only die when reaching: -80.00 life Rings can have magical properties. |
Ichortouch the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +21% acid Changes resistances penetration: +10% nature Changes damage: +18% acid / +12% nature Mental save: +9 (+3 eff.) Confusion immunity: +31% Rings can have magical properties. |
RhelethelPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +5 Dex / +2 Mag / +5 Con Changes damage: +3% temporal Spellpower: +8 (+3 eff.) Mindpower: +9 (+3 eff.) See invisible: +6 Rings can have magical properties. |
AnyrakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +25 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +4% physical / +21% arcane / +15% light Changes damage: +16% arcane Disease immunity: +20% Only die when reaching: -40.00 life Rings can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
BokyruiruistaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +15 (+2 eff.) Changes resistances: +3% physical / +12% darkness / +6% temporal Spell save: +3 (+1 eff.) Confusion immunity: +20% Stun/Freeze immunity: +43% Life regen: +5.00 Psi when hit: +0.12 Mindpower: +20 (+7 eff.) Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
WoemirePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 6 blight Changes stats: +6 Cun / +6 Mag Changes damage: +12% blight Stun/Freeze immunity: +36% Life regen: +6.00 Spellpower: +10 (+4 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 5.2 Power cost: 23 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 46% for 5 turns. Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
painweaver's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes resistances: +20% acid / +22% fire / +21% lightning / +20% cold Changes damage: +6% all Spellpower: +13 (+5 eff.) Mindpower: +14 (+5 eff.) Rings can have magical properties. |
stralite ring 'Nimbusshear'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +13% blight / +6% darkness / +13% nature / +5% arcane Changes resistances penetration: +10% light Spell save: +3 (+1 eff.) Mental save: +18 (+5 eff.) Poison immunity: +25% Disease immunity: +26% Cut immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Rings can have magical properties. |
Ebonytorrent the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 19% chance to reduce all saves and defense by 27 * 24% chance to reduce strength, dexterity, and constitution by 21 * 20% chance to reduce damage dealt by 22% Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 27 Damage (Ranged): 34 physical Damage when hit (Melee): 10 acid / 2 darkness Changes stats: +10 Str / +9 Cun / +4 Con Changes resistances penetration: +15% darkness Changes damage: +3% blight / +6% darkness Spell save: +20 (+7 eff.) Disarm immunity: +50% Pinning immunity: +44% Knockback immunity: +45% Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Maximum stamina: +40.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% nature / +11% blight Poison immunity: +20% Disease immunity: +27% Stun/Freeze immunity: +60% Rings can have magical properties. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane 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. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane 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. |
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. Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) 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. |
Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
GlaciaRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. |
Thundercrack (15/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. When wielded/worn: Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
Pusbreacher (0 def, 10 armour, 68-81.6 power, 194.5 block)Requires: - Shield usage training - Cunning 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): Base power: 68.0 - 81.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 On weapon hit: * 10% chance to slow global speed by 54% Damage (Melee): +16 fire / +16 nature When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 23 fire Changes stats: +6 Str Changes resistances: +10% acid / +52% fire / +3% blight / +8% cold / +5% arcane / +12% lightning Talent granted: +1 Block Maximum life: +100.00 Handheld deflection devices. |
Galen's Flowing Robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+12 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
drakeskin leather armour 'Falildil' (20 def, 25 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +25 Defense: +20 (+3 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 10 fire Changes resistances: +9% light / +28% fire / +5% arcane / +30% physical Physical save: +6 (+1 eff.) Mental save: +3 (+1 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Disarm immunity: +10% Confusion immunity: +20% Teleport immunity: +10% Life regen: +12.00 Maximum life: +80.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +16% A suit of armour made of leather. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Defense: +0 (+0 eff.) Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Size category: +0 Slows Projectiles: +0% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
balancing hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +5 (+1 eff.) Changes stats: +4 Cun / +4 Dex Critical mult.: +11.00% Mental crit. chance: +8% A belt that goes around your waist. |
hardened leather belt 'Glolle'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Defense: +0 (+0 eff.) Changes resistances: +10% fire / +6% temporal / +10% cold Changes damage: +0% acid / +0% fire / +0% nature / +0% blight Reduces incoming crit damage: 10.00% Spell save: +18 (+6 eff.) Confusion immunity: +20% Only die when reaching: -80.00 life Slows Projectiles: +0% A belt that goes around your waist. |
Polotta the CorpsewishPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +0 (+0 eff.) Changes stats: +1 Con Changes resistances: +10% fire / +9% nature / +11% cold Changes damage: +9% physical Critical mult.: +12.00% Mental save: +12 (+3 eff.) Stamina each turn: +2.00 Spellpower: +6 (+2 eff.) Slows Projectiles: +0% A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.9 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 50 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+3 eff.) It can be used to activate talent See the Threads (costing 28 power out of 50/50) : Effective talent level: 1.3 Power cost: 28 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
restorative elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Defense: +3 (+0 eff.) Fatigue: -8% Changes resistances: +0% lightning / +0% light / +12% blight / +0% fire / +15% nature Stun/Freeze immunity: +0% Life regen: +5.00 Maximum life: +87.00 Maximum stamina: +20.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of voratun boots 'Viperbender' (0 def, 17 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +17 Fatigue: +4% Changes stats: +4 Wil Changes resistances: +15% acid / +30% fire / +15% lightning / +30% cold Changes damage: +9% nature Physical save: +0 (+0 eff.) Mental save: +3 (+1 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Maximum stamina: +10.00 Maximum hate: +8.00 Spellpower: +26 (+9 eff.) Mindpower: +18 (+6 eff.) Mental crit. chance: +6% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Physical power: +0 (+0 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 (+0 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.6 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 159.96 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Blazetide the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Fatigue: +5% Changes stats: +4 Mag / +5 Con Changes resistances: +9% nature Changes resistances penetration: +15% nature Changes damage: +9% arcane Critical mult.: +12.00% Physical save: +24 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +47% Spell crit. chance: +20% Mental crit. chance: +19% Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+3 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
4 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. |
16 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 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. |
8 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. |
4 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 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. |
7 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. |
6 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. |
7 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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
9 turquoise0.00 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. |
9 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 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. |
1875 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. |
63 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Cyrytha the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +5% arcane Changes damage: +0% light Physical save: +6 (+1 eff.) Confusion immunity: +20% Only die when reaching: -60.00 life Maximum stamina: +20.00 Light radius: +3 See stealth: +0 Healing mod.: +31% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
well-made fireproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +15% light / +15% fire 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 (+2 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
great air recyclerPowered 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! |
mastercraft alchemist's helperPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Changes damage: +20% acid / +20% fire / +20% nature / +20% blight Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groovePowered 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! |
perfect botanical shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Botanical Shell Tinkers can be attached to normal items to improve them with steam power! |
voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
simple healing salve [power 325] simple healing salve [power 325]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 215% efficiency and 57% cooldown modifier. It can be used to heal 325 Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful frost salve [power 39] powerful frost salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 215% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful water salve [power 39] powerful water salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 215% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (39% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing fiery salve [power 51] amazing fiery salve [power 51]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 215% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (51% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing frost salve [power 51] amazing frost salve [power 51]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 215% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (51% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing healing salve [power 730] amazing healing salve [power 730]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 215% efficiency and 57% cooldown modifier. It can be used to heal 730 Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 639] amazing pain suppressor salve [power 639]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 215% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -639 life and reduces all damage by 28% 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 203] amazing unstoppable force salve [power 203]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 215% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 203 and healing factor by half Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 51] amazing water salve [power 51]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 215% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (51% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 17 power out of 30/30) : Effective talent level: 5.2 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 48.69 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 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: 3.9 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 11 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. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 112 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 396.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 14 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Venia the Cornac Annihilator level 50
4th Decay 123rd year of Ascendancy at 17:54 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Venia the Cornac Annihilator level 38
62nd Pyre 123rd year of Ascendancy at 01:03 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Venia the Cornac Annihilator level 38
60th Pyre 123rd year of Ascendancy at 06:41 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Venia the Cornac Annihilator level 44
9th Flare 123rd year of Ascendancy at 23:44 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Venia the Cornac Annihilator level 50
7th Decay 123rd year of Ascendancy at 04:09 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Venia the Cornac Annihilator level 42
1st Flare 123rd year of Ascendancy at 04:40 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Venia the Cornac Annihilator level 27
13rd Regrowth 123rd year of Ascendancy at 09:07 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Venia the Cornac Annihilator level 18
35th Haze 122nd year of Ascendancy at 03:43 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Venia the Cornac Annihilator level 50
29th Regrowth 124th year of Ascendancy at 08:29 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Venia the Cornac Annihilator level 41
10th Mirth 123rd year of Ascendancy at 20:57 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Venia the Cornac Annihilator level 32
67th Regrowth 123rd year of Ascendancy at 05:41 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Venia the Cornac Annihilator level 23
3rd Allure 123rd year of Ascendancy at 15:26 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Venia the Cornac Annihilator level 33
1st Time of Balance 123rd year of Ascendancy at 19:21 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Venia the Cornac Annihilator level 50
9th Regrowth 124th year of Ascendancy at 01:28 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 Venia the Cornac Annihilator level 34
19th Pyre 123rd year of Ascendancy at 03:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Venia the Cornac Annihilator level 10
58th Dusk 122nd year of Ascendancy at 19:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Venia the Cornac Annihilator level 20
45th Haze 122nd year of Ascendancy at 06:55 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Venia the Cornac Annihilator level 30
46th Regrowth 123rd year of Ascendancy at 01:01 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Venia the Cornac Annihilator level 40
7th Mirth 123rd year of Ascendancy at 15:54 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Venia the Cornac Annihilator level 50
48th Haze 123rd year of Ascendancy at 02:49 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Venia the Cornac Annihilator level 50
41st Regrowth 124th year of Ascendancy at 10:45 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Venia the Cornac Annihilator level 20
71st Haze 122nd year of Ascendancy at 22:40 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Venia the Cornac Annihilator level 48
37th Haze 123rd year of Ascendancy at 21:07 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Venia the Cornac Annihilator level 35
54th Pyre 123rd year of Ascendancy at 02:46 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Venia the Cornac Annihilator level 41
10th Mirth 123rd year of Ascendancy at 23:17 see stats
Take you with me (Insane (Adventure) difficulty)
Killed a boss while already dead.By Venia the Cornac Annihilator level 50
30th Regrowth 124th year of Ascendancy at 20:23 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Venia the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 05:15 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Venia the Cornac Annihilator level 38
76th Pyre 123rd year of Ascendancy at 02:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Venia the Cornac Annihilator level 7
79th Pyre 122nd year of Ascendancy at 15:32 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Venia the Cornac Annihilator level 23
3rd Allure 123rd year of Ascendancy at 09:32 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Venia the Cornac Annihilator level 46
62nd Dusk 123rd year of Ascendancy at 21:51 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Venia the Cornac Annihilator level 23
2nd Allure 123rd year of Ascendancy at 23:52 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Venia the Cornac Annihilator level 15
13rd Haze 122nd year of Ascendancy at 14:30 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Venia the Cornac Annihilator level 37
59th Pyre 123rd year of Ascendancy at 22:43 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Venia the Cornac Annihilator level 50
4th Decay 123rd year of Ascendancy at 17:55 see stats
Log
You gain 25.00 gold from the melting of Rod of Sarrilon (30-36 power, 4 apr, temporal element).
You gain 19.55 gold from the melting of Mardarek (37-44.4 power, 6 apr, fire element).
You gain 25.00 gold from the melting of Glitterjustice the dragonbone vilestaff (30-36 power, 6 apr, darkness element).
You gain 25.00 gold from the melting of Velymira the Arcgore (25-30 power, 5 apr, physical element).
You gain 18.92 gold from the melting of Freezespike (25-30 power, 5 apr, cold element).
You gain 4.92 gold from the melting of yew magestaff of greater warding (20-24 power, 4 apr, fire element).
You gain 9.55 gold from the melting of void walker's yew vilestaff (20-24 power, 4 apr, blight element).
You gain 3.55 gold from the melting of lifebinding elm magestaff (10-12 power, 2 apr, lightning element).
You gain 4.73 gold from the melting of savior's voratun ring of pilfering.
You gain 5.65 gold from the melting of gladiator's voratun ring.
You gain 25.00 gold from the melting of stralite ring 'Earoharagar'.
You gain 4.85 gold from the melting of voratun amulet of vision.
You gain 5.09 gold from the melting of voratun amulet of the eclipse.
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 0.76 gold from the melting of healing infusion (heal 87; cd 15).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 0.70 gold from the melting of healing infusion (heal 69; cd 13).
There is a nearly collapsed hidden vault here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Resting starts...
Rested for 31 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 16 turns (stop reason: at exit).
Saving done.
Scorpico (servant of Venia) deactivates Mecharachnid Link.
Venia deactivates Exoskeleton.
Venia deactivates Rocket Pod.

























































































































































