















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official 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 | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Whitehoof |
| Class | Wanderer |
| Level / Exp | 36 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by dreaming horror at level 29 on the 36th Dearth 124th year of Ascendancy at 02:27 0 / 8Killed by High Sun Paladin Aeryn at level 33 on the 47th Dearth 124th year of Ascendancy at 23:56 Killed by Adyra the treant at level 34 on the 22nd Loss 124th year of Ascendancy at 05:22 Killed by ritch flamespitter at level 34 on the 22nd Loss 124th year of Ascendancy at 06:54 Killed by Keenan the human at level 34 on the 24th Loss 124th year of Ascendancy at 23:34 Killed by High Sun Paladin Aeryn at level 34 on the 29th Loss 124th year of Ascendancy at 15:53 Killed by Sileriakira the crystalbark at level 36 on the 45th Loss 124th year of Ascendancy at 06:11 Killed by war hound at level 36 on the 45th Loss 124th year of Ascendancy at 08:31 |
Primary Stats
| Strength | 38 (base 12) |
| Dexterity | 65 (base 50) |
| Constitution | 25 (base 12) |
| Magic | 31 (base 17) |
| Willpower | 69 (base 40) |
| Cunning | 88 (base 49) |
Resources
| Mana | 545/605 |
| Psi | 47/159 |
| Vim | 242/260 |
| Life | -250/1002 |
| Stamina | 410/410 |
| Steam | 88/100 |
| Healing Factor | 1.2545178243369 |
| Regeneration | 19.131396821138 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.3322676295502E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 5 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 47 |
| Crit Chance | 45% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 48 |
| Crit Chance | 61% |
| APR | 43 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +19% |
| Physical | +13% |
| Light | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +40% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 28.413408721348 (65.897138898113%) |
| Defense | 37 |
| Ranged Defense | 44 |
| Fatigue | 21 |
| Physical Save | 45 |
| Spell Save | 30 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 6%( 70%) |
| Mind | + 36%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 22%( 70%) |
| Darkness | + 24%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Confusion Resistance | 13% |
| Poison Resistance | 100% |
| Blind Resistance | 0% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 36% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 291 damage for 5 turns. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.2 steam per turn. Can be activated for an instant burst of 21 steam. |
Class Talents
| Demented / Oblivion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Age of dusk | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Thermal mastery | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Twilight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / One with shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | gunslinger's dwarven-steel steamgun of true flight 4.0 T3 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +25 Crit +16.0% Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Steampwr +8 (+2 eff.) Dmg.mod +13% physical Acc +7 (+2 eff.) ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | self-loading pouch of stralite shots of accuracy (20/22, 43-52 power, 5 apr) 3.0 T4 shot ammo [Ego] Arcane/Master Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +17 Apr +5 Crit +5.5% Capacity 22 Rld cld 3 While equipped: ---------- misc Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
| On hands | Unranarirach the Arcpierce (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% mind +6% lightning Phys.save +27 (+9 eff.) Spell.save +5 (+3 eff.) Mind.save +11 (+3 eff.) HP.reg +8.00 Disarm- +130% ---------- misc Stam/turn +2.00 Max.stam +27.00 Talents +2 Iron Grip Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +19 physical On Hit: 10% Perfect Control 5 On Hit: 10% Juggernaut 1 On Hit: 10% Nightmare 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | nightwalker's alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Bogpanic (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +10 Wil +8 Cun dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +25% nature Melee Ret 8 nature ----- def ----- Armour +4 Fatigue +4% Resists +6% nature Mind.save +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | wanderer's pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +3 Phys.save +18 (+6 eff.) Mind.save +12 (+3 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% A pair of boots made of leather. |
| Tool | overpowered yew wand of lightning storm [power 398] (10/21 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (398 total damage) Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Islekira'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +7 Str dps ---------- Melee+ 22 physical Ranged+ 18 physical Res.pen +20% mind On Hit (Melee): * 13% chance to reduce all saves and defense by 37 On Hit (Ranged): * 14% chance to reduce all saves and defense by 37 ----- def ----- Armour +4 Resists +3% acid +6% blight Die.at -60.00 life ---------- misc Hate/m.crit +2.00 Max.stam +30.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | gold ring 'Gleamlace'0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +2 Mag +5 Wil +7 Cun +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +9% light +9% mind ----- def ----- Resists +3% light Rings make your fingers look great! |
| Around neck | Gloriwyn the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +2 Wil +1 Cun dps ---------- Mind.pwr +20 (+5 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Resists +19% temporal Mind.save +6 (+2 eff.) Confus- +13% Pinning- +27% Knockbk- +26% Amulets make your neck look great! |
| In main hand | Talosis' Counterpoint 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +26 Crit +16.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 34 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. |
| In off hand | Overseer (17-19 power, 43 apr, mind damage) 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +43 Crit +21.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+6 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
| Cloak | Bokaneg (9 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% mind ----- def ----- Defense +9 (+4 eff.) Resists +24% lightning +3% physical +9% nature Crit.dmg- 5.00% Phys.save +8 (+3 eff.) Poison- +10% Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite mail armour of Eyal (4 def, 8 armour) 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +16% blight +22% darkness Max.HP +20.00 HP.reg +7.00 Heal.mod +13% Poison- +40% Disease- +40% Cut- +40% ---------- misc Light +1 A suit of armour made of mail. |
Inventory
shatter afflictions rune of the sneak (absorb 128; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.90 cold and 19.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's stralite ring of arcana (+0.17/turn)0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Silence- +39% ---------- misc Mana/turn +0.17 Rings make your fingers look great! |
conjurer's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Acc +10 (+3 eff.) Apr +11 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mossy mindstar of clarity (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +13.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Poromina the vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Melee+ 3 mind 6 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Resists +3% acid +12% fire +3% light ---------- misc Infravis +1 See.Invis +9 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skyswift (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 mind +8 lightning While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +4% lightning +5% cold +6% physical ----- def ----- Defense +11 (+4 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +5 (+1 eff.) Pinning- +15% ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Amythad' (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 mind While equipped: dps ---------- Mind.crit +3% Mind.pwr +21 (+5 eff.) Res.pen +20% mind ----- def ----- Phys.save +9 (+3 eff.) Max.HP +23.00 HP.reg +1.30 ---------- misc Max.psi +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +10 Con +7 Wil ----- def ----- Max.HP +27.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cured leather armour 'Ce'Nekira' (12 def, 9 armour)9.0 T2 light armor [Rare] Psionic While equipped: Stats +4 Cun +2 Wil ----- def ----- Armour +9 Defense +12 (+5 eff.) Fatigue +7% Resists +2% physical Mind.save +13 (+3 eff.) Blind- +10% ---------- misc Psi/ret +0.16 A suit of armour made of leather. |
blurring rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +10 (+4 eff.) Stealth +5 Max.HP +30.00 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +0% lightning +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Dazzle's kiss (0 def, 4 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Mag dps ---------- Dmg.mod +9% light ----- def ----- Armour +4 Resists +3% mind Crit.dmg- 10.00% ---------- misc Infravis +6 A pair of boots made of leather. |
wanderer's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
corrosive iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +5% acid Unarmed combat: Power 12.5 - 17.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 21 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 63 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Glitterworth the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Dmg.mod +3% light Acc +11 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Light +3 See.Invis +12 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +15.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
miner's rough leather hat of strength (+2) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
prismatic hardened leather hat of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +5 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +10% light +11% darkness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 150.3 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Layuriavea (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +9% temporal +18% fire +12% acid Die.at -60.00 life Poison- +10% Confus- +20% A hat made of leather. Very stylish. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
24 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
14 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+2 eff.) Mind.save +5 (+1 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +5 See.Invis +7 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. |
Rimemight1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Res.pen +20% cold ----- def ----- Defense +10 (+4 eff.) Resists +8% cold +6% darkness +11% temporal Blind- +20% Poison- +20% Stun/Frz- +20% Def/telep +15 Res/telep +14% Dur/telep +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of focus1.0 T3 lite [Ego] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +8% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent frost salve [power 14] potent frost salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 181] potent healing salve [power 181]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 181 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 224] powerful healing salve [power 224]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 224 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 194] powerful pain suppressor salve [power 194]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -194 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
dwarven-steel pickaxe of quickening (dig speed 24 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Issolen the Bleaksteel [power 27] (10/20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +5% lightning ----- def ----- Resists +3% darkness ---------- misc See.Invis +15 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
quick elm wand of lightning storm [power 110] (10/12 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown 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. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 10
41st Retaking 124th year of Ascendancy at 18:31 see stats
Exterminator
Killed 1000 creatures.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 28
26th Dearth 124th year of Ascendancy at 03:05 see stats
Level 10
Got a character to level 10.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 10
41st Retaking 124th year of Ascendancy at 06:05 see stats
Level 20
Got a character to level 20.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 20
5th Dearth 124th year of Ascendancy at 12:42 see stats
Level 30
Got a character to level 30.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 30
36th Dearth 124th year of Ascendancy at 10:36 see stats
Purely a Formality
Unlock a locked race or class while playing a character of that race/class.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 33
44th Dearth 124th year of Ascendancy at 02:41 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 33
44th Dearth 124th year of Ascendancy at 02:41 see stats
Size matters
Did over 600 damage in one attack.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 34
37th Loss 124th year of Ascendancy at 11:24 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 22
8th Dearth 124th year of Ascendancy at 05:07 see stats
Treasure Hunter
Amassed 1000 gold pieces.By wandering ones 1U creature - spirit 1/1 "I saw the the Whitehoof Wanderer level 14
13rd Revenge 124th year of Ascendancy at 03:20 see stats
Log
Mechanical Arms hits wandering ones 1U creature - spirit 1/1 "I saw the for 122 nature, 12 physical (134 total damage).
Melee retaliation hits Sileriakira the crystalbark for 3 nature damage.
Melee retaliation hits War hound for 6 nature damage.
War hound hits wandering ones 1U creature - spirit 1/1 "I saw the for 87 physical damage.
Thorn Grab from Sileriakira the crystalbark hits wandering ones 1U creature - spirit 1/1 "I saw the for 36 nature damage.
Wandering ones 1U creature - spirit 1/1 "I saw the uses Heat Shift.
Wandering ones 1U creature - spirit 1/1 "I saw the uses Psyshot.
wandering ones 1U creature - spirit 1/1 "I saw the performs a melee critical strike against Treant!
Treant's is vulnerable to attacks and effects!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
wandering ones 1U creature - spirit 1/1 "I saw the hits Treant for 124 mind, 11 physical (135 total damage).
Wandering ones 1U creature - spirit 1/1 "I saw the's Psyshot hits Treant for 237 mind, 17 physical (254 total damage).
Ritch flamespitter hits wandering ones 1U creature - spirit 1/1 "I saw the for 146 fire damage.
Wandering ones 1U creature - spirit 1/1 "I saw the shrugs off Sileriakira the crystalbark's 'Harassed'!
Mechanical Arms hits wandering ones 1U creature - spirit 1/1 "I saw the for 91 nature, 12 physical (103 total damage).
Melee retaliation hits Sileriakira the crystalbark for 3 nature damage.
Melee retaliation hits War hound for 6 nature damage.
War hound hits wandering ones 1U creature - spirit 1/1 "I saw the for 87 physical damage.
Talent Saw Shell is ready to use.
Thorn Grab from Sileriakira the crystalbark hits wandering ones 1U creature - spirit 1/1 "I saw the for 36 nature damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits wandering ones 1U creature - spirit 1/1 "I saw the for 146 fire damage.
Wandering ones 1U creature - spirit 1/1 "I saw the uses Vacuum Shot.
Melee retaliation hits War hound for 6 nature damage.
War hound hits wandering ones 1U creature - spirit 1/1 "I saw the for 97 physical damage.
wandering ones 1U creature - spirit 1/1 "I saw the the level 36 whitehoof wanderer was hacked apart to death by a war hound on level 1 of Primal Forest.



















































































































































