











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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! 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 | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 50 / 2791% |
| Size | huge |
| Lifes / Deaths | Killed by Polygatira the gigantic sandworm tunneler at level 22 on the 26th Haze 122nd year of Ascendancy at 16:40 3 / 4Killed by Yvyrelaith the orc pyromancer at level 38 on the 6th Flare 123rd year of Ascendancy at 17:48 Killed by Warmaster Gnarg at level 38 on the 6th Flare 123rd year of Ascendancy at 19:36 Killed by Salida the water imp at level 42 on the 58th Haze 123rd year of Ascendancy at 13:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 200 (base 60) |
| Dexterity | 134 (base 13) |
| Constitution | 117 (base 36) |
| Magic | 55 (base 16) |
| Willpower | 124 (base 61) |
| Cunning | 121 (base 63) |
Resources
| Psi | 172/172 |
| Life | 1728/1728 |
| Steam | 100/100 |
| Stamina | 532/532 |
| Equilibrium | 50 |
| Healing Factor | 2.5 |
| Regeneration | 143.625 |
Speed
| Mental | +30% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 275 |
| Accuracy | 100 |
| Crit Chance | 108% |
| APR | 69 |
| Speed | 0.77 |
Offense: Offhand
| Damage | 112 |
| Accuracy | 100 |
| Crit Chance | 119% |
| APR | 72 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 93 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Blight | +24% |
| Arcane | +39% |
| Cold | +47% |
| All | +15% |
| Darkness | +21% |
| Temporal | +36% |
| Physical | +136% |
| Mind | +27% |
| Fire | +27% |
| Lightning | +58% |
Offense: Damage Penetration
| Acid | +20% |
| Physical | +24% |
| Lightning | +5% |
| Cold | +30% |
| Arcane | +40% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 57 (48.304188961773%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 46 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 54%( 70%) |
| Arcane | + 44%( 70%) |
| Cold | + 70%( 70%) |
| All | + 37%( 70%) |
| Darkness | + 43%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 48%( 70%) |
| Physical | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 100% |
| Confusion Resistance | 0% |
| Pinning Resistance | 25% |
| Disarm Resistance | 93% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 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 238% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 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 275% efficiency and cooldown mod of 69%. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.52 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Psionic / Kinetic mastery | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.52 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Psionic / Focus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Augmented mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Kinetic Aura |
| talent | Augmentation |
| talent | Kinetic Shield |
| talent | Antimagic Shield |
| talent | Elemental Harmony |
| talent | Deflect Projectiles |
| talent | Charged Shield |
| talent | Beyond the Flesh |
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 |
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 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 failed to protect the injured seer from death by ice wyrm. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Silirina the grave wight. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by orc blood mage. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
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 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. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 124. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have 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 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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
| Psionic focus | voratun greatsword 'Iceminister' (62-99 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 Base power: 62.0 - 99.2 Uses stat: 180% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 nature Damage (radius 2) on crit: +20 cold When wielded/worn: Armour penetration: +20 Physical crit. chance: +21.0% Physical power: +20 (+4 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Con Changes resistances penetration: +5% lightning / +25% cold / +16% physical Critical mult.: +34.00% Disarm immunity: +43% Massive two-handed swords. |
| On hands | Steam Powered Gauntlets (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: 87% Wil, 87% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
| Light source | dwarven lantern 'Rainterror'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +10 Changes stats: +6 Str / +7 Wil / +4 Con Changes resistances: +12% cold / +5% physical Changes damage: +12% mind / +15% physical Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | iron helm 'Snowviper' (15 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+4 eff.) Fatigue: +5% Changes stats: +6 Str / +6 Dex / +10 Cun Changes resistances: +4% physical / +3% fire Changes resistances penetration: +5% cold Changes damage: +15% physical Mental save: +15 (+4 eff.) Stamina each turn: +2.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 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 3952.8 Physical damage. If the attack hits, the target is confused (47% effect) for 6 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. |
| On feet | Runalendur the pair of drakeskin leather boots (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 8 arcane Changes stats: +9 Str / +6 Dex / +10 Con / +11 Lck Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +12% arcane / +10% physical Stealth bonus: +15 Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Life regen: +11.00 Healing mod.: +17% Size category: +1 A pair of boots made of leather. |
| Tool | Rhadokath [power 115] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +5 Armour: +8 Damage when hit (Melee): 4 physical Changes stats: +3 Wil Changes damage: +9% physical Critical mult.: +20.00% Stamina each turn: +3.00 Mana when firing critical spell: +2.00 Maximum vim: +51.72 It can be used to setup a psionic shield, reducing all damage taken by 115 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Duskmortal'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +13 Wil / +5 Cun / +25 Con Changes resistances: +18% lightning / +10% darkness / +6% fire / +25% nature / +34% cold Changes damage: +6% darkness Reduces incoming crit damage: 23.00% Spell save: +6 (+2 eff.) Mental save: +12 (+3 eff.) Life regen: +15.00 Maximum life: +78.00 Mindpower: +13 (+3 eff.) Healing mod.: +16% Rings make your fingers look great! |
| On fingers | voratun ring 'Cracklesaw'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 lightning Changes stats: +10 Str / +8 Con Changes resistances: +6% temporal Changes damage: +12% lightning / +21% temporal Stun/Freeze immunity: +35% Life regen: +20.00 Maximum life: +97.00 Healing mod.: +19% Rings make your fingers look great! |
| Around neck | BrenovorCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -6% Effects on melee hit: * 23% chance to slow global speed by 77% Changes stats: +3 Wil Changes resistances: +6% blight / +12% temporal / +6% arcane Changes damage: +7% physical Talent masteries: +0.22 Psionic / Absorption +0.22 Psionic / Augmented striking Spell save: +6 (+2 eff.) Life regen: +3.00 Combat speed: +10% Amulets make your neck look great! |
| In main hand | Brightrazor (47-66 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 156% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 108 damage When wielded/worn: Accuracy: +41 (+7 eff.) Armour penetration: +19 Physical crit. chance: +15.0% Changes stats: +5 Dex Changes resistances penetration: +8% physical / +15% arcane / +10% fire Changes damage: +12% arcane / +12% fire Critical mult.: +39.00% Combat speed: +10% Blunt and deadly. |
| Around waist | Stormmalice the drakeskin leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +5 Cun / +5 Dex Changes resistances: +6% acid Changes resistances penetration: +20% acid Changes damage: +3% lightning / +6% acid Critical mult.: +13.00% Life regen: +2.40 Mental crit. chance: +14% Healing mod.: +30% A belt that goes around your waist. |
| In off hand | Malulagar the voratun dagger (38-49 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 98% Wil, 58% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When wielded/worn: Accuracy: +45 (+8 eff.) Armour: +2 Changes stats: +17 Str / +19 Dex / +13 Mag / +7 Wil / +11 Cun / +7 Con Changes resistances: +1% physical / +6% light / +3% nature Changes damage: +16% physical Combat speed: +10% Sharp, short and deadly. |
| Cloak | Cloak of Daggers (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances: +30% lightning Physical save: +10 (+2 eff.) Stun/Freeze immunity: +50% Has a 50% chance each turn to slash an adjacent enemy for 523 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | Rimefurnace the elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Damage when hit (Melee): 6 blight Changes stats: +17 Str / +10 Dex / +17 Mag / +18 Wil / +10 Cun / +10 Con Changes resistances: +15% lightning / +25% physical / +21% blight / +25% cold / +15% all Changes damage: +28% lightning / +49% physical / +9% blight / +32% cold Life regen: +5.80 Maximum life: +72.00 Healing mod.: +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 217% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 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 217% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 177% / cooldown 54%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 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 177% efficiency and cooldown mod of 54%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 271.24 physical damage and 264.35 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 warrior (speed 1018%; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1018% 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 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. |
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! |
Elaserin the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +9% lightning / +13% physical Talent masteries: +0.27 Psionic / Augmented striking +0.27 Psionic / Absorption Blindness immunity: +29% Poison immunity: +20% Silence immunity: +20% Life regen: +2.00 Stamina each turn: +0.60 Maximum life: +20.00 Infravision radius: +6 Sight radius: +2 See invisible: +13 Amulets make your neck look great! |
FrostboltInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +19 Changes stats: +12 Wil Changes resistances penetration: +20% light Changes damage: +3% light / +21% cold Critical mult.: +18.00% Mental save: +15 (+4 eff.) Confusion immunity: +19% Mindpower: +12 (+3 eff.) Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (137). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
This item will automatically be transmogrified when you leave the level.voratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.voratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 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. |
Balancedash the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 77% Changes damage: +30% blight Reduces incoming crit damage: 18.49% Mental save: +13 (+3 eff.) Blindness immunity: +25% Confusion immunity: +24% Maximum vim: +50.00 Spellpower: +37 (+13 eff.) Spell crit. chance: +9% Rings make your fingers look great! |
MurkworthInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce damage dealt by 38% * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 darkness Changes resistances: +40% nature Changes resistances penetration: +30% temporal / +32% darkness / +32% light Changes damage: +21% temporal / +20% nature / +27% arcane Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Pain Enhancement System You have set the ring to grant you Pain Enhancement System! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zubugath =18 phys=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% blight Changes damage: +18% physical Mental save: +6 (+1 eff.) Confusion immunity: +23% Maximum stamina: +10.00 Rings make your fingers look great! |
copper ring 'Yvuna' =9 phys=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +5 (+1 eff.) Changes stats: +2 Cun / +4 Con Changes resistances: +22% acid Changes damage: +11% acid / +9% physical Physical save: +6 (+1 eff.) Rings make your fingers look great! |
stralite ring 'Ashworth'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 47 Damage (Melee): 26 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 47 Damage (Ranged): 29 physical Changes stats: +9 Cun / +2 Wil Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +10% arcane Changes damage: +18% arcane / +9% fire Critical mult.: +20.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mental crit. chance: +7% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Bethurath the Voidviper (44-57 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 44.0 - 57.2 Uses stats: 98% Wil, 58% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness / +8 physical Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +42 lightning / +45 cold Damage against: +19% Living When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Str / +12 Wil / +12 Con Changes resistances: +9% darkness / +3% physical Changes resistances penetration: +19% lightning / +25% cold Maximum life: +110.00 Movement speed: +43% Sharp, short and deadly. |
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 stats: 40% Wil, 116% Cun Damage type: Physical Mastery: Dagger Mastery 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. |
Dagyyarain the dwarven-steel greatsword (36-58 power, 2 apr) =stats babyyy=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 180% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +12 Changes stats: +16 Con / +12 Wil Changes resistances penetration: +12% all Changes damage: +6% physical Physical save: +9 (+2 eff.) Maximum life: +44.00 Massive two-handed swords. |
Hettesus (63-101 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 180% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 31 arcane resource burn * 20% chance to reduce armor by 30% Damage (Melee): +8 arcane Damage (radius 2) on crit: +12 arcane When wielded/worn: Accuracy: +30 (+5 eff.) Changes stats: +33 Str / +14 Dex / +14 Mag / +14 Wil / +7 Cun / +13 Con Changes resistances: +21% acid Changes damage: +20% physical Massive two-handed swords. |
Moldlady (44-61 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 156% Wil 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 77% * 20% chance to reduce armor by 30% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +30 cold Damage (radius 1) on hit: +4 acid / +19 fire When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +6% nature Changes resistances penetration: +20% arcane / +10% acid Changes damage: +9% acid Sharp, long, and deadly. |
Rimevagrant (56-79 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stat: 156% Wil 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 reduce armor by 30% * 24% chance to reduce all saves and defense by 47 Damage (Melee): +12 mind Damage (radius 1) on hit: +16 cold When wielded/worn: Changes stats: +15 Wil / +5 Cun / +15 Con Changes resistances: +3% acid Changes damage: +6% acid / +12% cold Maximum life: +86.00 Sharp, long, and deadly. |
Spellblade (50-70 power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 145% Wil, 20% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+9 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
voratun mace 'Beokhad' (62-87 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 62.0 - 86.8 Uses stat: 156% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +14 (+3 eff.) Changes stats: +3 Mag / +11 Wil / +11 Con Changes resistances penetration: +15% arcane Maximum life: +90.00 Maximum mana: +40.00 Spellpower: +30 (+11 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Blunt and deadly. |
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 stats: 130% Mag, 40% Wil 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 (+17 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." |
voratun waraxe 'Poruwe' (40-55 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 156% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +20 Physical crit. chance: +12.0% Physical power: +9 (+2 eff.) Armour: +2 Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 47 Changes stats: +7 Con Changes resistances: +15% darkness Changes resistances penetration: +23% physical Critical mult.: +27.00% Disarm immunity: +27% Pinning immunity: +10% Teleport immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
Bethovea the Puswill =30 heal mod=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Str / +4 Mag / +12 Cun Changes resistances: +18% cold Changes resistances penetration: +20% nature Changes damage: +9% nature Reduces incoming crit damage: 10.00% Life regen: +2.80 Healing mod.: +30% A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 74 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
drakeskin leather belt 'Dairaharagrim'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +6 Dex / +10 Mag / +16 Wil / +12 Cun Changes resistances: +6% blight Changes resistances penetration: +5% arcane Damage against: +27% Summoned Reduced damage from: +21% Summoned Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +8% Mental crit. chance: +14% A belt that goes around your waist. |
hardened leather belt 'Mayylrassra'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 77% * 10 arcane resource burn Changes stats: +3 Con Changes resistances: +6% blight / +12% cold / +3% darkness / +5% arcane Changes resistances penetration: +11% physical Changes damage: +11% physical Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Mindpower: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Stokeream'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +25 (+5 eff.) Armour: +10 Changes stats: +3 Str / +9 Dex Changes resistances: +6% fire Critical mult.: +10.00% A belt that goes around your waist. |
noble's rough leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +6 Wil Damage against: +17% Summoned Reduced damage from: +15% Summoned Mental save: +5 (+1 eff.) Maximum life: +43.00 A belt that goes around your waist. |
Camyhir the elven-silk cloak (3 def, 0 armour) =baller=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +3 Physical power: +20 (+4 eff.) Defense: +3 (+1 eff.) Changes stats: +3 Str Changes resistances: +15% blight / +4% physical / +19% nature / +9% temporal Changes resistances penetration: +26% physical Changes damage: +9% temporal Life regen: +11.00 Maximum stamina: +31.32 Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Falilach the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +44 (+8 eff.) Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -15% Effects on melee hit: * 10 arcane resource burn Changes resistances: +15% blight / +9% fire / +3% cold Critical mult.: +26.00% Stealth bonus: +12 Spell save: +6 (+2 eff.) Maximum life: +73.00 Maximum stamina: +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layusewe the Stormvalor (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +5 Dex / +19 Wil / +6 Cun / +5 Con Changes resistances: +12% lightning Changes resistances penetration: +25% lightning Changes damage: +15% nature Reduces incoming crit damage: 19.84% See invisible: +32 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sewerhunt (31 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +31 (+8 eff.) Changes stats: +4 Con Changes resistances penetration: +5% nature Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Adoma' (3 def, 10 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +10 Defense: +3 (+1 eff.) Changes stats: +3 Dex / +2 Wil / +3 Cun / +2 Con Physical save: +11 (+2 eff.) Mental save: +13 (+3 eff.) Stamina each turn: +2.00 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
dreamer's Rags of the Sanctuary of protection (2 def, 3 armour) =sleep=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes resistances: +11% darkness / +12% mind / +7% all Physical save: +29 (+7 eff.) Spell save: +11 (+4 eff.) Mental save: +21 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Holeg (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce all saves and defense by 47 Changes stats: +3 Mag / +4 Wil Changes resistances: +6% mind Changes damage: +21% mind Silence immunity: +88% Confusion immunity: +84% Stun/Freeze immunity: +83% It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Lisybrekira the Furnacevile (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Changes stats: +10 Str / +5 Wil / +16 Con Changes resistances: +6% nature / +6% fire / +5% arcane / +12% cold Changes resistances penetration: +10% physical Changes damage: +9% mind / +9% physical Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +7 (+2 eff.) Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 59 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Offaloracle the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Dex / +10 Wil / +5 Cun Changes damage: +9% nature Maximum stamina: +20.00 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 157% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of drakeskin leather boots 'Flarebane' (12 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +12 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +16 Dex / +6 Wil / +6 Cun / +6 Con Changes resistances: +6% nature / +6% fire Physical save: +10 (+2 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Infravision radius: +3 A pair of boots made of leather. |
pair of hardened leather boots 'Cracklequarry' (20 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+5 eff.) Changes stats: +6 Str Changes resistances: +8% lightning / +7% temporal / +2% physical / +12% acid Changes damage: +6% lightning / +15% physical Maximum stamina: +20.00 A pair of boots made of leather. |
Dairorand the Fogstreaker (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +10 Str / +5 Wil / +16 Con Changes resistances: +9% blight Changes resistances penetration: +15% darkness Changes damage: +24% blight Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Stamina each turn: +3.49 Maximum stamina: +34.86 When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 87% Wil, 87% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour) =keep=Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 87% Wil, 87% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 268.27 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
dwarven-steel gauntlets 'Haluleg' (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +9 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +1 Dex Changes resistances penetration: +5% blight / +10% physical / +5% acid Changes damage: +12% blight / +14% physical When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 87% Wil, 87% Cun 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: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Unrorek' (0 def, 6 armour) =120 life=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +5 Physical power: +15 (+3 eff.) Armour: +6 Fatigue: +3% Changes stats: +2 Dex Mental save: +11 (+3 eff.) Only die when reaching: -80.00 life Maximum life: +44.00 Maximum stamina: +20.00 When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 87% Wil, 87% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Halygamas the Nimbuspain (7 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +12 Defense: +7 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 4 lightning Changes stats: +1 Str / +9 Wil / +9 Con Changes resistances: +15% blight / +6% lightning / +6% all Changes damage: +12% lightning Physical save: +13 (+3 eff.) Mental save: +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iveda the Scaldwrecker (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+3 eff.) Armour: +7 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +12 Str / +12 Dex / +10 Con Changes resistances: +9% fire It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 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 3952.8 Physical damage. If the attack hits, the target is confused (47% effect) for 6 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 cap made of leather. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-4 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+4 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Offalresolve the voratun helm (5 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +9 Defense: +5 (+1 eff.) Fatigue: +5% Changes stats: +5 Str / +3 Wil / +5 Con Changes resistances: +13% blight / +23% cold Changes resistances penetration: +10% physical Changes damage: +9% nature Allows you to breathe in: water Physical save: +14 (+3 eff.) Mental save: +24 (+6 eff.) Maximum stamina: +30.00 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 30 power out of 30/30. How do these even work? |
Zerolen the Boltstinger (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 47 Changes stats: +6 Str / +11 Wil / +4 Cun Changes resistances: +20% light / +20% darkness Changes resistances penetration: +30% darkness / +20% lightning Changes damage: +15% lightning / +6% mind Mental save: +15 (+4 eff.) Mindpower: +4 (+1 eff.) Light radius: +1 A cap made of leather. |
drakeskin leather cap 'Lustregash' (8 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +14 Str / +8 Dex / +8 Wil / +9 Cun / +10 Con Changes resistances: +14% physical / +12% light / +7% all Changes damage: +6% light Reduces incoming crit damage: 5.00% Physical save: +24 (+6 eff.) Infravision radius: +1 A cap made of leather. |
voratun helm 'Erelurath' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +11 Str / +6 Wil / +5 Con Changes resistances: +15% physical Reduces incoming crit damage: 5.00% Physical save: +27 (+6 eff.) Spell save: +3 (+1 eff.) Mental save: +13 (+3 eff.) Cut immunity: +10% Pinning immunity: +20% Stamina when hit: +1.70 Equilibrium when hit: +3.00 Maximum life: +40.00 Healing mod.: +15% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Runyrak the voratun mail armour (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +2 Dex / +3 Wil / +5 Cun / +2 Con Changes resistances: +21% blight / +18% cold / +15% darkness Life regen: +2.00 Maximum life: +20.00 Light radius: +2 Healing mod.: +12% A suit of armour made of mail. |
enlightening stralite mail armour of the deep (4 def, 10 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Mental save: +16 (+4 eff.) A suit of armour made of mail. |
Plate of the Blackened Mind (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 (+3 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 3.5 Power cost: 15 out of 25/25. 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 5 turns and vulnerable to attacks. They will lose 23 Armour, 34 Defense and your attacks will gain 43% 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. |
3 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. |
1515 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. |
7 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. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 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. |
6 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
Porunor the Galeseam (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +3% mind / +3% temporal Changes resistances penetration: +15% lightning Spell save: +6 (+2 eff.) Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Blazerace' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes damage: +3% fire Physical save: +6 (+1 eff.) Poison immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 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. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
12 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Relgiregothad the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +4.0% Changes stats: +1 Con Only die when reaching: -20.00 life Light radius: +5 Healing mod.: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
SamigrimInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +15% darkness / +1% physical Physical save: +12 (+3 eff.) Silence immunity: +20% Teleport immunity: +20% Life regen: +4.00 Maximum life: +63.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 355.74 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Velalralle the WoebrawnInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +30 (+7 eff.) Changes stats: +3 Dex Changes resistances: +6% darkness Changes damage: +24% darkness Mental save: +5 (+1 eff.) Stamina each turn: +3.00 Mental crit. chance: +2% Light radius: +4 See stealth: +12 See invisible: +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
Veliwe the DemonbreakInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 38% Damage when hit (Melee): 6 acid Changes resistances: +9% acid Changes resistances penetration: +5% acid / +5% fire / +5% darkness Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
43 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. |
23 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. |
18 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. |
11 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. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
amazing fiery salve [power 61] amazing fiery salve [power 61]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 275% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (61% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 878] amazing healing salve [power 878]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 275% efficiency and 69% cooldown modifier. It can be used to heal 878 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 769] amazing pain suppressor salve [power 769]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 275% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -769 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 244] amazing unstoppable force salve [power 244]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 275% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 244 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
powerful healing salve [power 634] powerful healing salve [power 634]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 275% efficiency and 69% cooldown modifier. It can be used to heal 634 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 549] powerful pain suppressor salve [power 549]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 275% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -549 life and reduces all damage by 20% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 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. |
stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
Daimirin [power 85] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +9 Mag Changes damage: +15% physical Physical save: +12 (+3 eff.) Vim when firing critical spell: +2.00 Mental crit. chance: +4% It can be used to setup a psionic shield, reducing all damage taken by 85 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 41% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Searserpent' [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% blight / +6% nature Changes damage: +15% fire Physical save: +6 (+1 eff.) Disarm immunity: +10% Mana when firing critical spell: +1.00 Maximum life: +60.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
3 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. |
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. |
16 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. |
24 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 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. |
21 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. |
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. |
14 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. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
4 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 (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Mista the Krog Mindslayer level 34
2nd Mirth 123rd year of Ascendancy at 02:44 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mista the Krog Mindslayer level 50
8th Dusk 124th year of Ascendancy at 16:44 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Mista the Krog Mindslayer level 34
79th Pyre 123rd year of Ascendancy at 08:02 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Mista the Krog Mindslayer level 50
46th Haze 124th year of Ascendancy at 05:24 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Mista the Krog Mindslayer level 43
59th Haze 123rd year of Ascendancy at 04:28 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Mista the Krog Mindslayer level 38
1st Flare 123rd year of Ascendancy at 03:46 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mista the Krog Mindslayer level 9
9th Flare 122nd year of Ascendancy at 13:17 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Mista the Krog Mindslayer level 50
1st Summertide 124th year of Ascendancy at 21:55 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Mista the Krog Mindslayer level 37
10th Mirth 123rd year of Ascendancy at 01:17 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Mista the Krog Mindslayer level 32
28th Pyre 123rd year of Ascendancy at 07:20 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Mista the Krog Mindslayer level 50
77th Dusk 124th year of Ascendancy at 18:56 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mista the Krog Mindslayer level 20
11st Haze 122nd year of Ascendancy at 08:06 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mista the Krog Mindslayer level 31
1st Time of Balance 123rd year of Ascendancy at 21:21 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Mista the Krog Mindslayer level 50
73rd Dusk 124th year of Ascendancy at 06:07 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Mista the Krog Mindslayer level 50
73rd Dusk 124th year of Ascendancy at 20:32 see stats
Headbanger (Insane (Adventure) difficulty)
Headbanged 20 bosses to death.By Mista the Krog Mindslayer level 50
62nd Pyre 124th year of Ascendancy at 22:15 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mista the Krog Mindslayer level 31
8th Pyre 123rd year of Ascendancy at 21:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mista the Krog Mindslayer level 10
16th Dusk 122nd year of Ascendancy at 18:47 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mista the Krog Mindslayer level 20
11st Haze 122nd year of Ascendancy at 04:05 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Mista the Krog Mindslayer level 30
57th Regrowth 123rd year of Ascendancy at 16:08 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Mista the Krog Mindslayer level 40
27th Dusk 123rd year of Ascendancy at 10:22 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Mista the Krog Mindslayer level 50
15th Pyre 124th year of Ascendancy at 16:51 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Mista the Krog Mindslayer level 50
8th Dusk 124th year of Ascendancy at 10:32 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Mista the Krog Mindslayer level 45
37th Regrowth 124th year of Ascendancy at 02:25 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Mista the Krog Mindslayer level 28
45th Regrowth 123rd year of Ascendancy at 06:13 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mista the Krog Mindslayer level 50
49th Pyre 124th year of Ascendancy at 00:34 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Mista the Krog Mindslayer level 31
7th Pyre 123rd year of Ascendancy at 18:19 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Mista the Krog Mindslayer level 18
9th Haze 122nd year of Ascendancy at 09:17 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Mista the Krog Mindslayer level 37
10th Mirth 123rd year of Ascendancy at 04:29 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Mista the Krog Mindslayer level 50
77th Dusk 124th year of Ascendancy at 18:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mista the Krog Mindslayer level 8
4th Mirth 122nd year of Ascendancy at 20:15 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Mista the Krog Mindslayer level 47
1st Pyre 124th year of Ascendancy at 16:29 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mista the Krog Mindslayer level 43
3rd Decay 123rd year of Ascendancy at 09:54 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Mista the Krog Mindslayer level 50
77th Dusk 124th year of Ascendancy at 18:56 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Mista the Krog Mindslayer level 43
59th Haze 123rd year of Ascendancy at 02:55 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Mista the Krog Mindslayer level 19
9th Haze 122nd year of Ascendancy at 15:26 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Mista the Krog Mindslayer level 39
19th Dusk 123rd year of Ascendancy at 14:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mista the Krog Mindslayer level 22
31st Haze 122nd year of Ascendancy at 21:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mista the Krog Mindslayer level 16
53rd Dusk 122nd year of Ascendancy at 04:23 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mista the Krog Mindslayer level 33
78th Pyre 123rd year of Ascendancy at 05:39 see stats
Log
Mista picks up ( .): Atamathon's Ruby Eye.
Lore found: Atamathon's Ruby Eye
You can read all your collected lore in the game menu, by pressing Escape.
Talent Mindlash is ready to use.
Resting starts...
Mista is no longer one with nature.
Talent Antimagic Zone is ready to use.
Talent Disarm is ready to use.
Talent Antimagic Shield is ready to use.
Talent Telekinetic Smash is ready to use.
Mista is not affected anymore by the salve.
Mista is not affected anymore by the salve.
Mista is no longer attuned.
Talent Implant: Medical Injector is ready to use.
Talent Kinetic Strike is ready to use.
Mista activates Antimagic Shield.
Talent Implant: Medical Injector is ready to use.
Talent Frenzied Focus is ready to use.
Talent Drakeblood Strike is ready to use.
Talent Warding Weapon is ready to use.
Talent Wrath of the Wilds is ready to use.
Talent Fuel Pain is ready to use.
Talent Infusion: Primal is ready to use.
Talent Healing Nexus is ready to use.
Talent Transcendent Telekinesis is ready to use.
Rested for 25 turns (stop reason: all resources and life at maximum).
Talent Forcefield is ready to use.


















































































































































































