









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Necro Escort 1.7.2Adds a necromancer escort. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 50 / 867% |
| Size | big |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 15:59 4 / 3Killed by Liseda the dozing wolf at level 9 on the 8th Mirth 122nd year of Ascendancy at 20:08 Killed by Lisylle the slumbering great wolf at level 9 on the 8th Mirth 122nd year of Ascendancy at 20:39 |
| Antimagic | Follower |
Primary Stats
| Strength | 102.27273363053 (base 60) |
| Dexterity | 66.545467261064 (base 27) |
| Constitution | 50.545467261064 (base 15) |
| Magic | 28.272733630532 (base 10) |
| Willpower | 117.54546726106 (base 60) |
| Cunning | 114.54546726106 (base 60) |
Resources
| Life | 1991/1991 |
| Hate | 53/106 |
| Equilibrium | 30 |
| Steam | 60/100 |
| Healing Factor | 1.0493064232155 |
| Regeneration | 25.90827592714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +137.4966925339% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 6.545467261064 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 72 |
| Crit Chance | 67% |
| APR | 69 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 95 |
| Accuracy | 72 |
| Crit Chance | 62% |
| APR | 63 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +22% |
| Darkness | +13% |
| Mind | +45% |
| All | +7% |
Offense: Damage Penetration
| Arcane | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 62.384857751214 (99.450476875171%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 14 |
| Physical Save | 42 |
| Spell Save | 54 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 51%( 70%) |
| Physical | + 22%( 73%) |
| Cold | + 23%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 44%( 76%) |
| Light | + 30%( 70%) |
| Temporal | + 21%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 622 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Rampage | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.50 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.60 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stalk |
| talent | Gloom |
| talent | Surge |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+30% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.3)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 80 mind and 62 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 130 Mind damage, and deal 101 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
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 successfully escorted the desperate necromancer to the recall portal on level 2 of Daikara. Escort: desperate necromancer (level 2 of Daikara)As a reward you improved talent Wild Growth (+1 level(s)). | done |
You successfully escorted the desperate necromancer to the recall portal on level 4 of Old Forest. Escort: desperate necromancer (level 4 of Old Forest)As a reward you improved talent Wild Growth (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)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 Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by ghoul. Escort: repented thief (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 598. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. * You've found the needed naga tongue. | active |
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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland 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
| Tool | Xeraba [power 180] (15 cooldown)Requires: - Level 15 Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% cold Changes resistances penetration: +10% arcane Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +100.00 Damage Shield penetration: +30% It can be used to blast the opponent's mind dealing 261 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
| On fingers | Ring of the War Master (Misfortune)Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Misfortune A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. |
| Around neck | VeleraminaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +4 Wil / +13 Cun / +7 Con Changes damage: +24% mind Mental save: +12 (+3 eff.) Life regen: +5.00 Stamina each turn: +1.20 Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Butcher (Shrouds) (48-67 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% (cooling down: 28 turns) Curse of Shrouds Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." This item has been sent to the Item's Vault. |
| On hands | Demonoath (Madness) (5 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +32 Physical power: +17 (+3 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: +5% Changes stats: +5 Cun / +8 Dex Changes resistances: +20% blight / +3% temporal / +3% darkness Changes damage: +6% darkness Talent granted: +5 Iron Grip Spell save: +39 (+11 eff.) Silence immunity: +20% Disarm immunity: +100% Life regen: +4.00 Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +42 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 40% chance to slow global speed by 72% * 34% chance to reduce armor by 13% Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 5.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 186% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| In off hand | Vorariassra the voratun longsword (Corpses) (46-64 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Physical crit. chance: +10.0% Physical power: +20 (+4 eff.) Changes stats: +13 Str / +7 Dex / +7 Mag / +8 Wil / +6 Cun / +12 Con Changes damage: +15% physical Only die when reaching: -20.00 life Curse of Corpses Sharp, long, and deadly. This item has been sent to the Item's Vault. |
| Main armor | Plate of the Blackened Mind (Nightmares) (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Nightmares It can be used to activate talent Dominate (costing 15 power out of 2/25) : Effective talent level: 4.5 Power cost: 15 out of 2/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 24 Armour, 35 Defense and your attacks will gain 45% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. This item has been sent to the Item's Vault. |
| Light source | XanorerinInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +11.0% Physical power: +17 (+3 eff.) Defense: +20 (+6 eff.) Damage when hit (Melee): 8 physical Changes stats: +12 Wil Changes resistances: +3% all Changes damage: +14% mind Critical mult.: +15.00% Spell save: +12 (+4 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Inventory
medical injector implant of the warrior (efficiency 151% / cooldown 50%)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 151% efficiency and cooldown mod of 50%. 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.. |
healing infusion of the warrior (heal 270; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 270 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 783%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 783% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 561; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (620.18 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 663.59 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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: Ablative ArmourRequires: - 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: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain FlareRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] 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: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - 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: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
7 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - 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: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 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. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
copper amulet of mastery (0.12 Cursed / Slaughter)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.12 Cursed / Slaughter Amulets make your neck look great! |
savior's voratun amulet of perfection (0.33 Cursed / Strife,0.33 Steamtech / Chemistry)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.33 Cursed / Strife +0.33 Steamtech / Chemistry Physical save: +17 (+6 eff.) Spell save: +21 (+6 eff.) Mental save: +11 (+3 eff.) Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 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. |
Blackimmortal of the Blightspawn (Misfortune)Requires: - Level 25 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 72% * 20% chance to reduce all saves and defense by 43 Effects when hit in melee: * 33% chance to reduce strength, dexterity, and constitution by 5 * 29% chance to reduce damage dealt by 34% Damage when hit (Melee): 2 mind Changes resistances: +5% arcane Spell save: +6 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +36% Confusion immunity: +41% Pinning immunity: +36% Knockback immunity: +44% Life regen: +12.00 Maximum life: +108.00 Healing mod.: +14% Curse of Misfortune Rings make your fingers look great! This item has been sent to the Item's Vault. |
Glitterwinnow (Misfortune)Requires: - Level 25 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Damage when hit (Melee): 4 mind Changes resistances penetration: +25% light Changes damage: +9% light Critical mult.: +15.00% Mental save: +12 (+3 eff.) Stun/Freeze immunity: +44% Life regen: +7.00 Maximum hate: +8.00 Mindpower: +30 (+6 eff.) Curse of Misfortune Rings make your fingers look great! This item has been sent to the Item's Vault. |
Glowsquall the gold ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +7 Mag Maximum vim: +50.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +1% Mindpower: +9 (+2 eff.) Light radius: +3 Curse of Nightmares Rings make your fingers look great! |
Ivurina the voratun ring (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +8 Changes stats: +3 Str / +7 Dex / +10 Wil / +3 Con Mental save: +20 (+5 eff.) Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Rings make your fingers look great! |
Kyldil the gold ring (Madness)Requires: - Level 15 Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +12% temporal Mental save: +10 (+2 eff.) Disarm immunity: +26% Confusion immunity: +26% Pinning immunity: +36% Knockback immunity: +26% Maximum life: +26.00 Movement speed: +13% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 7.2 Power cost: 40 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 49% for 5 turns. Rings make your fingers look great! This item has been sent to the Item's Vault. |
Lisara (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 43 Changes stats: +1 Mag Changes resistances: +36% darkness Changes damage: +18% darkness Critical mult.: +20.00% Spell save: +18 (+6 eff.) Maximum mana: +100.00 Damage Shield penetration: +30% Curse of Madness Rings make your fingers look great! |
The Black Ring (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Corpses "An innocuous bauble. Until you look through the hole." |
Urugen (Nightmares)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +6 Changes stats: +8 Con Changes resistances: +6% lightning / +12% temporal Changes damage: +7% all Reduces incoming crit damage: 17.97% Spell save: +16 (+5 eff.) Stun/Freeze immunity: +50% Life regen: +9.00 Maximum stamina: +40.00 Spellpower: +17 (+2 eff.) Mindpower: +15 (+3 eff.) Infravision radius: +3 Curse of Nightmares Rings make your fingers look great! |
marksman's copper ring of frost (+20%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% cold Changes damage: +10% cold Curse of Shrouds Rings make your fingers look great! |
savior's stralite ring of misery (Madness)Requires: - Level 25 Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 43 Damage (Melee): 16 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 43 Damage (Ranged): 15 physical Changes stats: +5 Cun Physical save: +7 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +13 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 175% weapon damage. If the attack hits, the target will bleed for 329% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! This item has been sent to the Item's Vault. |
Mandible of Ungolmor (Shrouds) (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: 30% Cun, 35% Str, 35% Dex Damage type: Physical Accuracy bonus: +0.2% 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 Curse of Shrouds This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Mercy (Nightmares) (35-45 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Nightmares This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
voratun greatmaul 'Xerewen' (Shrouds) (67-100 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 lightning damage (1/turn) On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +21 Effects on melee hit: * 24% chance to reduce armor by 13% Changes stats: +2 Dex / +6 Wil / +2 Con Changes resistances: +9% acid / +6% arcane Changes resistances penetration: +42% lightning / +21% physical Changes damage: +37% lightning Infravision radius: +1 Curse of Shrouds Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (Madness) (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Madness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Xeremira the voratun greatsword (Shrouds) (61-98 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage Shield penetration (this weapon only): +30% Damage (Melee): +26 blight Damage (radius 1) on hit: +12 blight / +20 fire When wielded/worn: Changes stats: +2 Wil Critical mult.: +10.00% Disease immunity: +26% Spellpower: +10 (+1 eff.) Curse of Shrouds Massive two-handed swords. |
Barolevor the Chillminister (Nightmares) (32-45 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 cold damage (1/turn) Damage Shield penetration (this weapon only): +18% Damage (radius 1) on hit: +4 cold When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +8 Effects on melee hit: * 20% chance to reduce armor by 13% Changes resistances: +3% cold Changes resistances penetration: +15% acid / +10% cold / +8% all Changes damage: +12% acid / +10% cold Curse of Nightmares Sharp, long, and deadly. |
Cautery Sword (Corpses) (40-56 power, 10 apr)Requires: - Strength 28 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflict fire damage based on steampower When wielded/worn: Cut immunity: +100% Curse of Corpses This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Husin the dwarven-steel longsword (Misfortune) (22-30 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +14 light Damage against: +14% Undead When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +5 Cun / +4 Dex Changes damage: +6% arcane Disarm immunity: +28% Infravision radius: +3 Curse of Misfortune Sharp, long, and deadly. |
Offalbearer the voratun longsword (Nightmares) (53-74 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 72% * 10% chance to reduce all saves and defense by 43 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 mind When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +11 Str Changes resistances: +6% mind Changes damage: +10% physical Curse of Nightmares Sharp, long, and deadly. |
Boltcast the living mindstar (Corpses) (16-17 power, 43 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances: +3% lightning Changes damage: +17% lightning / +20% fire / +15% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Critical mult.: +14.00% Spell save: +7 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (Corpses) (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Curse of Corpses Electrical energies are focussed in the core of this mindstar. |
Nexus of the Way (Misfortune) (22-24 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Misfortune It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 92 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Tarradefang the Shadowwell (Corpses) (17-18 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 darkness / +8 blight Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +8 arcane When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): 18 fire Damage when hit (Melee): 2 blight Changes stats: +8 Cun Changes resistances: +6% blight / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Hate per kill: +5.00 Psi per kill: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +10% Curse of Corpses It can be used to inflict 253.75 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering living mindstar of flames (Shrouds) (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 12 fire Changes resistances: +8% fire Changes resistances penetration: +11% fire Changes damage: +4% fire Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +3% Curse of Shrouds It can be used to inflict 246.50 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Anyrach' (Misfortune) (12-13 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 13% Damage (Melee): +20 acid Damage (radius 1) on hit: +8 acid When wielded/worn: Damage (Melee): 5 mind / 13 darkness Changes resistances: +7% all Changes damage: +9% acid / +6% mind / +6% darkness Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mental save: +5 (+1 eff.) Maximum psi: +33.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Branikaltholadig' (Corpses) (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 blight When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +12% blight / +12% darkness Changes resistances penetration: +11% darkness Changes damage: +9% blight / +7% nature / +15% darkness Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Blindness immunity: +16% Disease immunity: +18% Mindpower: +17 (+4 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Barerand (Misfortune) (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +6 Con Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +15% blight / +30% physical / +12% arcane Talent granted: +1 Command Staff Critical mult.: +18.00% Life regen: +1.90 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +24 (+4 eff.) Spell crit. chance: +20% Healing mod.: +28% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Gleamlace (Madness) (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% light / +15% lightning Changes resistances penetration: +15% lightning Changes damage: +15% light / +42% lightning Talent granted: +1 Command Staff Mana each turn: +0.31 Vim when firing critical spell: +4.00 Maximum mana: +89.00 Maximum vim: +20.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +14% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Gulranne the elven-wood starstaff (Shrouds) (31-37 power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight / +2% physical Changes damage: +31% blight Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Poison immunity: +20% Knockback immunity: +20% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +21 (+3 eff.) Spell crit. chance: +17% Curse of Shrouds It can be used to conjure elemental energy in a radius 8 cone, dealing 44.57 to 53.48 blight damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Giledar the stralite steamgun (Corpses)Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Physical crit. chance: +7.0% Ammo reloads per turn: +4 Changes stats: +6 Con Changes damage: +16% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steampower: +13 (+3 eff.) Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Shadewilder (Shrouds)Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 5). Travel speed: +800% Damage (radius 2) on crit: +45 acid / +44 nature / +4 darkness Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +15 Changes stats: +10 Str / +10 Dex / +11 Mag / +9 Wil / +10 Cun / +7 Con Changes resistances: +3% physical Changes resistances penetration: +13% acid / +25% nature Changes damage: +6% darkness Life regen: +1.70 Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ulichik the Mucusrage (Misfortune)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 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to slow global speed by 72% Travel speed: +600% Damage (Ranged): +12 nature Attacks use: 2.0 Steam When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +10 Str / +18 Dex / +6 Mag / +13 Wil / +10 Cun / +9 Con Changes resistances penetration: +15% nature Changes damage: +6% arcane / +22% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steampower: +11 (+3 eff.) Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Galen's Will (Corpses) (40-60 power, 45 apr)Requires: - Magic 30 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 40.0 - 60.0 Uses stat: 100% Mag Damage type: Occult Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +45 Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Fatigue: +15% Changes stats: +9 Cun / +9 Mag Talents granted: +3 Block +4 Electron Incantation Spell save: +10 (+3 eff.) Silence immunity: +40% Casting speed: +10% Increases the steam your arcane dynamo generate per 10 points of mana by 2. Curse of Corpses Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
Heartrend (Nightmares) (28-42 power, 19 apr)Requires: - Strength 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 28.3 - 42.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +9.0% Attack speed: 103% Block value: +50 On weapon hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Lifesteal (this weapon only): +0% Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Fatigue: +9% Talent granted: +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. Curse of Nightmares There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Razorlock (Shrouds) (25-37 power, 24 apr)Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 25.0 - 37.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Fatigue: +13% Talent granted: +5 Block Curse of Shrouds This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
Flashfear the hardened leather belt (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +5 Str / +5 Wil / +5 Cun / +4 Con Changes resistances: +21% lightning Changes resistances penetration: +15% light Changes damage: +9% light Damage against: +24% Summoned Reduced damage from: +21% Summoned Physical save: +11 (+4 eff.) Spell save: +8 (+2 eff.) Light radius: +3 Size category: +2 Curse of Nightmares A belt that goes around your waist. |
Freezeraptor (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +4 Wil Changes damage: +3% cold Critical mult.: +20.00% Spell save: +8 (+2 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
Mighty Girdle (Misfortune)Crafted 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 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Misfortune 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. |
Squalorobeisance (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 6 mind / 2 nature Changes stats: +7 Str / +7 Dex / +3 Wil / +6 Cun Changes resistances: +13% lightning / +11% temporal / +15% nature Changes resistances penetration: +10% mind Changes damage: +6% nature / +3% mind Critical mult.: +10.00% Physical save: +17 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +19 (+5 eff.) Curse of Misfortune A belt that goes around your waist. |
Glacierwreath the cashmere cloak (Madness) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +3 Dex / +1 Wil / +3 Cun Changes resistances: +18% fire Changes damage: +15% cold Critical mult.: +15.00% Mental crit. chance: +2% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fists of the Desert Scorpion (Shrouds) (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). Curse of Shrouds It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 5.5 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Steam Powered Gauntlets (Shrouds) (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Curse of Shrouds Gauntlets. But with steam power! |
voratun gauntlets 'Tarreldir' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 acid Changes resistances: +9% acid Changes resistances penetration: +20% blight Changes damage: +10% acid / +24% blight Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +13 acid Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Nimbus of Enlightenment (Misfortune) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-7 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. Curse of Misfortune By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Steam Powered Helm (Corpses) (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Curse of Corpses A Helmet. But with steam power! |
Zanuziladil the drakeskin leather cap (Nightmares) (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +41 (+8 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +2 Dex / +10 Wil / +4 Cun / +4 Con Changes resistances: +14% acid / +12% physical / +12% cold / +11% lightning / +11% fire Physical save: +15 (+5 eff.) Maximum life: +60.00 Mindpower: +6 (+2 eff.) Curse of Nightmares A cap made of leather. |
drakeskin leather cap 'Ashstriker' (Nightmares) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +7 Wil / +4 Con Changes resistances: +10% lightning / +11% temporal / +10% blight / +12% fire / +12% mind Changes resistances penetration: +25% mind Mental save: +10 (+2 eff.) Curse of Nightmares A cap made of leather. |
drakeskin leather hat 'Floerain' (Madness) (15 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +7 Defense: +15 (+4 eff.) Fatigue: +5% Changes stats: +2 Str / +8 Dex / +15 Lck Changes resistances: +15% acid / +18% cold / +13% fire / +3% mind / +15% lightning Critical mult.: +15.00% Spell crit. chance: +6% Mental crit. chance: +6% Curse of Madness A hat made of leather. Very stylish. |
voratun mail armour 'Dourkin' (Madness) (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +18 (+3 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce damage dealt by 34% Damage when hit (Melee): 8 darkness Changes stats: +6 Str / +8 Mag / +13 Wil / +6 Cun Changes resistances: +17% lightning / +3% nature Changes damage: +9% nature / +12% darkness Mental save: +19 (+5 eff.) Life regen: +4.00 Maximum life: +64.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +7% Mindpower: +12 (+3 eff.) Mental crit. chance: +7% Healing mod.: +15% Curse of Madness A suit of armour made of mail. |
Islomina (Madness) (35 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +8 Defense: +35 (+9 eff.) Fatigue: +8% Changes stats: +2 Str / +9 Wil / +11 Cun Changes resistances penetration: +10% blight Changes damage: +6% arcane Mental save: +25 (+6 eff.) Stamina each turn: +1.50 Maximum life: +60.00 Spell crit. chance: +9% Activating this item is instant. Curse of Madness It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.9 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 284 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Void Quiver (0/0, 45-62 power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 40% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
2 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. |
381 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. |
8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
12 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 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. |
Tedunagrim the Forestreign (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Str / +3 Con Changes resistances: +23% nature / +1% physical Changes resistances penetration: +15% arcane Changes damage: +6% nature / +3% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
8 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. |
5 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. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Shadowgrit of the BlightspawnRequires: - Level 15 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Effects when hit in melee: * 23% chance to reduce damage dealt by 34% * 24% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +2 Str / +1 Dex / +5 Wil / +5 Con Critical mult.: +12.00% Physical save: +7 (+3 eff.) Blindness immunity: +35% Confusion immunity: +13% Light radius: +9 See stealth: +11 See invisible: +10 Healing mod.: +16% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
alchemist's lamp 'Alolathathad'Requires: - Level 15 Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +25 (+5 eff.) Changes stats: +7 Str / +3 Dex / +3 Con Changes resistances: +10% blight Changes resistances penetration: +20% mind Critical mult.: +15.00% Life regen: +8.00 Maximum hate: +10.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
52 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. |
7 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. |
7 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 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 381.50 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Scattermind (20/20, 17-20 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stats: 60% Cun, 60% Dex Damage type: Mind 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. |
Spider's Fangs (20/20, 22-26 power, 8 apr)Requires: - Dexterity 24 Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Nature Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel viral needlegunPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Damage against: +28% Undead / +28% Demon / +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Damage against: +28% Undead / +28% Demon / +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
Emelylle [power 173] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes damage: +6% arcane / +15% blight Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Spellpower: +30 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 105. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield 'Treesaw' [power 91] (25 cooldown)Requires: - Level 25 Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +12% blight / +3% darkness / +3% light Changes resistances penetration: +15% nature It can be used to setup a psionic shield, reducing all damage taken by 91 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. * Reduce fatigue by 28% for 2 turns. * Heal for 65. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
Gunodugrim the Floestreak [power 482] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to slow global speed by 72% Changes resistances: +9% acid / +6% temporal / +6% darkness / +18% cold / +3% nature Changes damage: +3% cold It can be used to heal yourself and all friendly characters within 10 spaces for 482 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By krogcurse the Krog Cursed level 33
79th Regrowth 123rd year of Ascendancy at 22:12 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By krogcurse the Krog Cursed level 42
5th Flare 123rd year of Ascendancy at 02:22 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By krogcurse the Krog Cursed level 32
64th Regrowth 123rd year of Ascendancy at 10:00 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By krogcurse the Krog Cursed level 36
52nd Pyre 123rd year of Ascendancy at 17:10 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By krogcurse the Krog Cursed level 40
3rd Summertide 123rd year of Ascendancy at 11:57 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By krogcurse the Krog Cursed level 35
24th Pyre 123rd year of Ascendancy at 16:26 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By krogcurse the Krog Cursed level 19
48th Dusk 122nd year of Ascendancy at 04:51 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By krogcurse the Krog Cursed level 34
22nd Pyre 123rd year of Ascendancy at 02:54 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By krogcurse the Krog Cursed level 39
5th Mirth 123rd year of Ascendancy at 03:12 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By krogcurse the Krog Cursed level 50
36th Dusk 123rd year of Ascendancy at 06:35 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By krogcurse the Krog Cursed level 19
66th Dusk 122nd year of Ascendancy at 04:42 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By krogcurse the Krog Cursed level 27
53rd Regrowth 123rd year of Ascendancy at 11:13 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By krogcurse the Krog Cursed level 48
34th Dusk 123rd year of Ascendancy at 13:54 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By krogcurse the Krog Cursed level 18
27th Dusk 122nd year of Ascendancy at 15:16 see stats
Huge Appetite (Nightmare (Adventure) difficulty)
Ate 20 bosses.By krogcurse the Krog Cursed level 40
3rd Summertide 123rd year of Ascendancy at 05:52 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By krogcurse the Krog Cursed level 37
52nd Pyre 123rd year of Ascendancy at 21:51 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By krogcurse the Krog Cursed level 33
66th Regrowth 123rd year of Ascendancy at 18:23 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By krogcurse the Krog Cursed level 10
9th Mirth 122nd year of Ascendancy at 07:49 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By krogcurse the Krog Cursed level 20
75th Dusk 122nd year of Ascendancy at 04:42 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By krogcurse the Krog Cursed level 30
61st Regrowth 123rd year of Ascendancy at 06:49 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By krogcurse the Krog Cursed level 40
3rd Summertide 123rd year of Ascendancy at 05:03 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By krogcurse the Krog Cursed level 50
35th Dusk 123rd year of Ascendancy at 21:02 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By krogcurse the Krog Cursed level 47
17th Dusk 123rd year of Ascendancy at 06:23 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By krogcurse the Krog Cursed level 48
26th Dusk 123rd year of Ascendancy at 13:04 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By krogcurse the Krog Cursed level 19
66th Dusk 122nd year of Ascendancy at 09:58 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By krogcurse the Krog Cursed level 27
17th Regrowth 123rd year of Ascendancy at 22:25 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By krogcurse the Krog Cursed level 18
34th Dusk 122nd year of Ascendancy at 01:30 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By krogcurse the Krog Cursed level 34
22nd Pyre 123rd year of Ascendancy at 04:56 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By krogcurse the Krog Cursed level 50
36th Dusk 123rd year of Ascendancy at 06:33 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By krogcurse the Krog Cursed level 8
2nd Mirth 122nd year of Ascendancy at 11:27 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By krogcurse the Krog Cursed level 47
17th Dusk 123rd year of Ascendancy at 02:25 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By krogcurse the Krog Cursed level 24
5th Allure 123rd year of Ascendancy at 11:12 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By krogcurse the Krog Cursed level 50
36th Dusk 123rd year of Ascendancy at 06:35 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By krogcurse the Krog Cursed level 38
72nd Pyre 123rd year of Ascendancy at 00:46 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By krogcurse the Krog Cursed level 24
5th Allure 123rd year of Ascendancy at 01:28 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By krogcurse the Krog Cursed level 25
14th Regrowth 123rd year of Ascendancy at 06:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By krogcurse the Krog Cursed level 18
27th Dusk 122nd year of Ascendancy at 15:27 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By krogcurse the Krog Cursed level 31
64th Regrowth 123rd year of Ascendancy at 06:32 see stats
Log
You detach stralite mental stimulator from your Coalquick (Corpses) (10 def, 5 armour).
Today is the 43rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:06.
You detach stralite crystal edge from your Butcher (Shrouds) (48-67 power, 12 apr).
You detach stralite crystal edge from your Vorariassra the voratun longsword (Corpses) (46-64 power, 6 apr).
You detach voratun crystal plating from your Plate of the Blackened Mind (Nightmares) (15 def, 40 armour).
You detach stralite grounding strap from your Guise of the Hated (Madness) (14 def, 0 armour).
You transfer Coalquick (10 def, 5 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Lore found: Guise of the Hated
You can read all your collected lore in the game menu, by pressing Escape.
You transfer Guise of the Hated (14 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Yvoriara [power 458] (15 cooldown) to the online item's vault.
Saving done.
Saving game...
Saving done.











































































































































































