











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:
Items Vault 1.7.6Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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.
Possessor Bonus Class 1.7.4Donators/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:
Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 37 / 59% |
| Size | big |
| Lifes / Deaths | Killed by Xabeth the ghast at level 35 on the 39th Stralite 123rd year of Ascendancy at 13:20 / 2Killed by Mayynne the orc archer at level 37 on the 4th Voratun 123rd year of Ascendancy at 00:23 |
Primary Stats
| Strength | 54 (base 33) |
| Dexterity | 17 (base 14) |
| Constitution | 53 (base 19) |
| Magic | 72 (base 60) |
| Willpower | 64 (base 44) |
| Cunning | 27 (base 10) |
Resources
| Life | -258/1486 |
| Mana | 495/618 |
| Equilibrium | 54 |
| Steam | 100/100 |
| Healing Factor | 1.34457841929 |
| Regeneration | 7.0590367012724 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 40.082562303769 |
| See Invisible | 40.082562303769 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 41 |
| Crit Chance | 10% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 41 |
| Crit Chance | 14% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +9% |
| Arcane | +32% |
| Mind | +12% |
| All | 0% |
| Darkness | +26% |
| Light | +12% |
| Temporal | +18% |
| Physical | +5% |
| Nature | +20% |
Offense: Damage Penetration
| Light | +25% |
| Nature | +15% |
| Arcane | +5% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 68.5 (87%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 46 |
| Physical Save | 57 |
| Spell Save | 61 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 27%( 70%) |
| All | + 10%( 70%) |
| Physical | + 18%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 35%( 70%) |
| Mind | + 21%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 184% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 460 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by ThisIsIt. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the injured seer from death by Siloyatta the ghast. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the injured seer from death by ThisIsIt. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by ThisIsIt. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Betharissra the mountain troll. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by ThisIsIt. Escort: worried loremaster (level 5 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed hummerhorn wing. * You've found the needed red crystal shard. Ungrol 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 pouch of bone giant dust. * You've found the needed sandworm tooth. * You've found the needed vampire lord fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Jetbreacher (20 def, 3 armour) =wow=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+6 eff.) Changes stats: +3 Mag / +4 Wil Changes resistances: +15% acid / +6% darkness Changes resistances penetration: +15% light Changes damage: +6% light / +15% darkness Mana each turn: +0.18 Maximum life: +100.00 Maximum mana: +32.00 Spell crit. chance: +3% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Kindlequeller' =10 light radius=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +19% cold / +9% light / +7% temporal Changes resistances penetration: +10% light / +10% cold Changes damage: +5% darkness Damage affinity(heal): +5% darkness Light radius: +10 Infravision radius: +4 Defense after a teleport: +15 Resist all after a teleport: +14% New effects duration reduction after a teleport: +18% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 201.35 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | stone warden's dwarven-steel gauntlets of spellstriking (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +7% Fatigue: +3% Damage (Melee): 8 arcane Changes stats: +5 Mag / +5 Wil / +8 Con Changes resistances: +5% arcane / +6% physical Changes damage: +5% arcane Spellpower: +7 (+2 eff.) When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xuvena [power 190] (6/15 cooldown) =great arcane dmg etc=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +7 Defense: +20 (+6 eff.) Changes stats: +4 Str Changes damage: +12% arcane Critical mult.: +10.00% Physical save: +12 (+4 eff.) Maximum stamina: +30.00 It can be used to blast the opponent's mind dealing 213 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Eminor the stralite ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 38% * 12% chance to reduce all saves and defense by 26 * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 11 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 26 Damage (Ranged): 19 physical Changes stats: +8 Cun Changes resistances: +12% mind Changes damage: +12% mind / +9% acid Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +9 (+2 eff.) Mindpower: +7 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Cun / +2 Con Changes resistances: +12% temporal Changes resistances penetration: +5% arcane Changes damage: +9% blight / +12% temporal Spell save: +21 (+5 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +14.00 Maximum vim: +20.00 Spellpower: +7 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | steel amulet 'Anerab' =god tier t2=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +2 Dex / +3 Mag Changes damage: +6% temporal / +6% light / +5% physical / +15% arcane / +6% darkness Stamina each turn: +3.00 Mana when firing critical spell: +2.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +10% Amulets make your neck look great! |
| In main hand | corrosive voratun shield of lightning resistance (+10%) (0 def, 10 armour, 66-80 power, 209.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +210 Damage (Melee): +15 acid When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 16% chance to reduce armor by 38% Changes stats: +4 Con Changes resistances: +10% acid / +21% lightning Talent granted: +1 Block Handheld deflection devices. |
| Around waist | Armeregohell Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +3% blight / +3% fire / +9% light / +3% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Maximum life: +60.00 Size category: +1 A belt that goes around your waist. |
| In off hand | Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
| Cloak | Adodavena the cashmere cloak (2 def, 0 armour) =use=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +39% lightning / +3% fire / +9% temporal / +3% physical Physical save: +7 (+2 eff.) Poison immunity: +20% Stun/Freeze immunity: +50% Maximum life: +60.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 25.93 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
medical injector implant (efficiency 149% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 60%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the psychic (heal 341; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 13; blocks 4; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 13 up to 4 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: 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. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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. |
Flareblight the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 8 mind Changes stats: +2 Cun Changes resistances: +9% mind / +9% fire Changes damage: +6% mind Physical save: +16 (+5 eff.) Spell save: +13 (+3 eff.) Mental save: +19 (+6 eff.) Mindpower: +20 (+7 eff.) Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
clarifying copper amulet of mastery (0.10 Spell / Stone)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Talent mastery: +0.10 Spell / Stone Confusion immunity: +22% Amulets make your neck look great! |
savior's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical save: +11 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+3 eff.) Amulets make your neck look great! |
Blackquell =9 arp=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Damage when hit (Melee): 2 darkness Changes stats: +1 Mag / +4 Wil / +4 Cun Changes resistances: +24% light Changes damage: +12% light Mental save: +4 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
GlorythaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +3 Cun / +2 Con Critical mult.: +15.00% Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +20% Hate when firing a critical mind attack: +2.00 Maximum life: +29.00 Mindpower: +20 (+7 eff.) Rings make your fingers look great! |
Murkgrinder the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 2 darkness Changes resistances: +22% lightning Changes resistances penetration: +15% lightning Changes damage: +11% lightning / +3% cold Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Silegawe the steel ring =5 con=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +22% light Changes damage: +11% light Spell save: +9 (+2 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Maximum vim: +10.00 Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
copper ring 'Cloudqueller'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +3% lightning Mental save: +6 (+2 eff.) Confusion immunity: +23% Only die when reaching: -60.00 life Maximum psi: +10.00 Mental crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
savage's copper ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +2 Con Spell save: +11 (+2 eff.) Maximum stamina: +11.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 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 23% for 5 turns. Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr) =20 dex=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Shimmerwarden the iron mace (11-15 power, 2 apr) =6 con=Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 mind / 4 lightning Changes stats: +6 Con / +6 Wil Changes resistances: +6% mind Changes resistances penetration: +10% lightning / +5% nature Changes damage: +12% lightning Maximum life: +17.00 Blunt and deadly. |
Neryrelaith the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +3% temporal Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Lisena the Floedeath (1 def, 0 armour) =4 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +4 Con Changes damage: +12% cold Light radius: +1 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikebringer (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 lightning Changes stats: +8 Cun / +8 Wil Changes resistances: +18% lightning Changes resistances penetration: +10% acid Maximum life: +31.00 Mental crit. chance: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tarrylegas (1 def, 0 armour) =arcane pen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Dex / +1 Mag / +1 Cun Changes resistances penetration: +20% arcane Vim when firing critical spell: +2.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Dairurach' (6 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +2 Con / +2 Wil Changes resistances: +3% acid Mental save: +5 (+1 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Haryyahek' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +3% fire / +9% temporal / +6% darkness / +6% mind Spell save: +3 (+0 eff.) Cut immunity: +20% Knockback immunity: +10% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorakira (0 def, 1 armour) =2 con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +2 Con Changes damage: +21% acid Maximum encumbrance: +22 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
pair of iron boots 'Erundil' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +5% arcane Maximum encumbrance: +23 Physical save: +9 (+3 eff.) Maximum life: +100.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadowveil the dwarven-steel gauntlets (0 def, 2 armour) =4 con=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances: +6% darkness Changes resistances penetration: +15% cold / +10% physical Changes damage: +12% physical Talent mastery: +0.20 Technique / Grappling Physical save: +18 (+5 eff.) Disarm immunity: +36% When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Foresttrencher (3 def, 0 armour) =t5=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 2 nature Changes resistances: +22% darkness Changes resistances penetration: +5% nature Changes damage: +15% light / +13% temporal / +23% darkness / +8% physical Life regen: +4.50 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Damage Shield Power: +13% A pointy cloth hat, very wizardly... |
Guneyakor (0 def, 1 armour) =8 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Wil / +3 Cun / +8 Con Critical mult.: +5.00% Psi when hit: +0.04 Light radius: +1 A cap made of leather. |
Lisulaith (10 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +1% Changes stats: +4 Cun Changes resistances: +6% lightning / +7% temporal / +3% mind / +6% cold Only die when reaching: -60.00 life A cap made of leather. |
Runyrin the Scablord (1 def, 0 armour) =30 lightning res=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 8 nature Changes resistances: +30% lightning / +3% nature Changes resistances penetration: +25% nature Changes damage: +21% lightning / +6% darkness A pointy cloth hat, very wizardly... |
Zubylravena (2 def, 0 armour) =mana crit=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +9 Mag Changes resistances: +5% arcane Changes resistances penetration: +25% mind Changes damage: +9% mind Critical mult.: +15.00% Mana each turn: +0.28 Vim when firing critical spell: +2.00 Maximum psi: +40.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% A pointy cloth hat, very wizardly... |
voratun helm 'Yvamirin' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Dex / +11 Wil / +4 Cun Changes resistances: +10% blight Changes damage: +3% arcane Spell save: +3 (+0 eff.) Mental save: +15 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +3% Mindpower: +4 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 204.1 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's dwarven-steel helm of strength (+8) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Str / +4 Dex / +3 Cun / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hathegadir the steel plate armour (0 def, 9 armour) =sense=Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +11 Str / +5 Dex / +3 Mag / +2 Wil / +5 Cun / +2 Con Changes resistances: +14% darkness / +7% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
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. |
854 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. |
2 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =fast dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of quickening (dig speed 23 turns) =cooldown=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% 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. |
2 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(121 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
powerful frost salve [power 26] powerful frost salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 184% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 354] powerful healing salve [power 354]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 184% efficiency and 56% cooldown modifier. It can be used to heal 354 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Dairedig [power 100] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Armour: +4 Defense: +10 (+3 eff.) Changes stats: +1 Cun Mindpower: +15 (+5 eff.) It can be used to blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Daystreaker [power 1] (6/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes damage: +12% acid / +15% light It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Phlegmresolve [power 175] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% lightning / +6% cold / +12% fire / +5% arcane / +6% nature Mindpower: +25 (+9 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 184 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
ash wand of lightning storm 'Beenarivon' [power 212] (6/15 cooldown) =reduce armor=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 38% Damage when hit (Melee): 6 acid / 10 temporal Changes resistances: +12% acid Changes resistances penetration: +5% arcane / +20% temporal Changes damage: +3% temporal It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (212 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By ThisIsIt the Dwarf Stone Warden level 37
1st Voratun 123rd year of Ascendancy at 19:27 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By ThisIsIt the Dwarf Stone Warden level 37
44th Stralite 123rd year of Ascendancy at 23:29 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ThisIsIt the Dwarf Stone Warden level 10
29th Profit 122nd year of Ascendancy at 22:23 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By ThisIsIt the Dwarf Stone Warden level 34
28th Gold 123rd year of Ascendancy at 19:19 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By ThisIsIt the Dwarf Stone Warden level 32
4th Gold 123rd year of Ascendancy at 12:46 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ThisIsIt the Dwarf Stone Warden level 22
23rd Loss 122nd year of Ascendancy at 11:23 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ThisIsIt the Dwarf Stone Warden level 32
5th Gold 123rd year of Ascendancy at 07:40 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By ThisIsIt the Dwarf Stone Warden level 23
5th Shortage 122nd year of Ascendancy at 02:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ThisIsIt the Dwarf Stone Warden level 10
29th Profit 122nd year of Ascendancy at 22:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ThisIsIt the Dwarf Stone Warden level 20
21st Dearth 122nd year of Ascendancy at 12:10 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By ThisIsIt the Dwarf Stone Warden level 30
20th Steel 123rd year of Ascendancy at 23:57 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By ThisIsIt the Dwarf Stone Warden level 30
21st Steel 123rd year of Ascendancy at 07:08 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By ThisIsIt the Dwarf Stone Warden level 34
17th Stralite 123rd year of Ascendancy at 08:03 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By ThisIsIt the Dwarf Stone Warden level 25
10th Shortage 122nd year of Ascendancy at 02:10 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By ThisIsIt the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 09:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ThisIsIt the Dwarf Stone Warden level 9
15th Profit 122nd year of Ascendancy at 13:14 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ThisIsIt the Dwarf Stone Warden level 6
29th Voratun 122nd year of Ascendancy at 15:39 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By ThisIsIt the Dwarf Stone Warden level 32
16th Gold 123rd year of Ascendancy at 11:43 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ThisIsIt the Dwarf Stone Warden level 25
9th Shortage 122nd year of Ascendancy at 10:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ThisIsIt the Dwarf Stone Warden level 17
9th Dearth 122nd year of Ascendancy at 14:44 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By ThisIsIt the Dwarf Stone Warden level 35
39th Stralite 123rd year of Ascendancy at 13:21 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By ThisIsIt the Dwarf Stone Warden level 36
44th Stralite 123rd year of Ascendancy at 17:06 see stats
Log
LIFE LOST WARNING!
Salyvea the patchwork troll's spell attains critical power!
ThisIsIt hits Salyvea the patchwork troll for (6 blocked), 0 physical, (22 blocked), 0 acid, (8 blocked), 0 physical, (71 blocked), 0 arcane, (8 blocked), 0 physical, (71 blocked), 0 arcane (0 total damage).
Melee retaliation hits ThisIsIt for (2 flat reduction), 0 arcane, (2 flat reduction), 0 arcane (0 total damage).
Salyvea the patchwork troll hits ThisIsIt for (23 flat reduction), 102 fire, (23 flat reduction), 100 light (203 total damage).
Giant ice ant is free from the stone vine.
Salyvea the patchwork troll is free from the stone vine.
Salyvea the patchwork troll has recovered!
Salyvea the patchwork troll uses Assault.
Salyvea the patchwork troll performs a melee critical strike against ThisIsIt!
ThisIsIt counter attacks Salyvea the patchwork troll with his shield shards!
Salyvea the patchwork troll performs a melee critical strike against ThisIsIt!
Salyvea the patchwork troll's armor corrodes!
Salyvea the patchwork troll performs a melee critical strike against ThisIsIt!
ThisIsIt steals life from Salyvea the patchwork troll!
ThisIsIt hits Salyvea the patchwork troll for 0 nature, 22 acid, 8 physical, 71 arcane, 8 physical, 71 arcane (180 total damage).
Stone Vine from ThisIsIt hits Salyvea the patchwork troll for (18 blocked), 0 nature, (25 blocked), 0 arcane (0 total damage).
Melee retaliation hits Salyvea the patchwork troll for 12 blight, 26 arcane, 3 light, 12 blight, 26 arcane, 3 light, 12 blight, 26 arcane, 3 light (122 total damage).
Salyvea the patchwork troll's Corona hits ThisIsIt for 47 light damage.
Melee retaliation hits ThisIsIt for 4 arcane, 4 arcane (8 total damage).
Salyvea the patchwork troll hits ThisIsIt for 30 physical, 34 light, 51 fire, 6 healing, 289 physical, 8 lightning, 21 cold, 6 healing, 455 physical, 8 lightning, 21 cold, 6 healing (918 total damage) [19 healing].
Mayynne the orc archer roars triumphantly.
Salyvea the patchwork troll starts to bleed.
Mayynne the orc archer's physical bleed area effect hits ThisIsIt for 166 physical damage.
Mayynne the orc archer's physical bleed area effect hits Salyvea the patchwork troll for 113 physical damage.
Mayynne the orc archer's physical bleed area effect hits Patchwork troll for (123 absorbed), 0 physical (0 total damage).
Ivera the patchwork troll receives 102 healing from Salyvea the patchwork troll's healing light area effect.
Patchwork troll receives 102 healing from Salyvea the patchwork troll's healing light area effect.
ThisIsIt the level 37 dwarf stone warden was battered to death by Mayynne the orc archer on level 1 of Lost Dwarven Kingdom of Reknor.


























































































































