











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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 | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 50 / 1479% |
| Size | big |
| Lifes / Deaths | Killed by Poltergeist Whipsnap at level 21 on the 6th Decay 122nd year of Ascendancy at 20:53 1 / 6Killed by Urkis, the High Tempest at level 22 on the 8th Allure 123rd year of Ascendancy at 02:48 Killed by Zubitta the dredgling at level 27 on the 21st Regrowth 123rd year of Ascendancy at 12:10 Killed by Bethegamira the black bear at level 27 on the 38th Regrowth 123rd year of Ascendancy at 16:11 Killed by skeleton mage at level 33 on the 72nd Pyre 123rd year of Ascendancy at 15:57 Killed by Nerymira the nethergate at level 50 on the 3rd Allure 124th year of Ascendancy at 16:45 |
Primary Stats
| Strength | 87 (base 60) |
| Dexterity | 125 (base 61) |
| Constitution | 34 (base 14) |
| Magic | 58 (base 32) |
| Willpower | 30 (base 14) |
| Cunning | 101 (base 54) |
Resources
| Life | 371/1277 |
| Mana | 374/374 |
| Stamina | 180/207 |
| Steam | 100/100 |
| Healing Factor | 1.185336564623 |
| Regeneration | 7.4083535288939 |
Speed
| Mental | +25% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 6 |
| See Stealth | 55.053173795897 |
| See Invisible | 45.053173795897 |
Offense: Mainhand
| Damage | 257 |
| Accuracy | 106 |
| Crit Chance | 135% |
| APR | 32 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +30% |
| Blight | +18% |
| Physical | +29% |
| Fire | +24% |
| All | +10% |
Offense: Damage Penetration
| Darkness | +40% |
| Temporal | +35% |
| Physical | +65% |
| All | +25% |
| Nature | +55% |
Defense: Base
| Armour (hardiness) | 62 (69.687909656376%) |
| Defense | 95 |
| Ranged Defense | 95 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 40 |
| Mental Save | 57 |
Defense: Resistances
| Blight | -5%( 70%) |
| Arcane | 0%( 70%) |
| Mind | + 1%( 70%) |
| All | -5%( 70%) |
| Lightning | + 36%( 70%) |
| Temporal | + 1%( 70%) |
| Darkness | + 1%( 70%) |
| Cold | + 40%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 1%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 46% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
| Silence Resistance | 48% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 608 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 154 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 390 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 770% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -668 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1143 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | Increases attack speed by 15%. Bullseye |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 37%. Exhaustion |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
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 talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Aletta Soultorn. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by shivgoroth. Escort: repented thief (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Velakira the Magmagasher (0 def, 18 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +10 Mag dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +8% acid +3% fire +8% blight ----- def ----- Armour +18 Fatigue +4% Resists +5% arcane Phys.save +15 (+5 eff.) Spell.save +9 (+3 eff.) Poison- +20% Disease- +41% Silence- +48% Confus- +36% Pinning- +25% Stun/Frz- +41% Knockbk- +25% Teleport- +100% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of elven-wood arrows of crippling (8/21, 58-82 power, 14 apr)3.0 T4 arrow ammo [Ego++] Master Power 58.5 - 81.9 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +30.5% Capacity 21 On Crit: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Hanazilarak' 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +9 (+2 eff.) Spell.pwr +10 (+3 eff.) Dmg.mod +20% light Res.pen +10% temporal ----- def ----- Resists +6% temporal Spell.save +9 (+3 eff.) ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Light +19 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +22 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+6 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Mind.save +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 18 power out of 21/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
| On fingers | stralite ring 'Faloregoregogar'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +6.0% Phys.pwr +20 (+3 eff.) Apr +3 ----- def ----- Armour +8 Phys.save +16 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +16 (+4 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| On fingers | Anymaleg0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +7 Dex dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +18 (+6 eff.) Mind.pwr +16 (+6 eff.) Dmg.mod +8% all Res.pen +15% physical Acc +14 (+2 eff.) ----- def ----- Armour +8 Resists +6% mind Die.at -20.00 life HP.reg +6.00 Stun/Frz- +38% Rings make your fingers look great! |
| Around waist | monstrous hardened leather belt of burglary 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +7 Lck dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +5 (+1 eff.) Proj.slow +25% Stealth +7 ---------- misc T.Disarm +12 Infravis +4 Size +1 A belt that goes around your waist. |
| In main hand | dragonbone longbow 'Morbuscutter' 4.0 T5 longbow 2H weapon [Random Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% On Hit: * chills your foe dealing 30 damage and slowing them by one tenth of a turn While equipped: Stats +9 Dex +6 Cun dps ---------- Phys.crit +20.0% Phys.spd +10% Res.pen +10% nature Acc +23 (+3 eff.) ----- def ----- Resists +9% lightning +3% fire +6% darkness Crit.dmg- 15.00% Longbows are used to shoot arrows at your foes. |
| On hands | Sepsisradiance (0 def, 3 armour) 1.0 T4 hands armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +5.0% Melee+ 11 fire Dmg.mod +11% fire Res.pen +20% nature +10% physical Melee Ret 4 physical ----- def ----- Armour +3 Resists +6% nature +8% fire Crit.dmg- 10.00% Die.at -80.00 life Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 28.0 - 30.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +11 fire On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Ragitothel (20 def, 18 armour) 9.0 T5 light armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +15.00% Phys.pwr +30 (+5 eff.) ----- def ----- Armour +18 Defense +20 (+4 eff.) Fatigue +8% Resists +25% cold Crit.dmg- 35.00% Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Equi/ret +0.16 Hate/m.crit +4.00 A suit of armour made of leather. |
| Cloak | Eremaroddaldir the Duskmarrow (2 def, 5 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +7 Con dps ---------- Res.pen +15% darkness Acc +21 (+3 eff.) Melee Ret 4 darkness ----- def ----- Armour +5 Defense +2 (+1 eff.) Fatigue -4% Resists +30% lightning +18% cold Phys.save +7 (+2 eff.) Max.HP +134.00 Stun/Frz- +50% ---------- misc Stam/turn +3.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Bokan0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +8 Dex +6 Wil dps ---------- Phys.pwr +6 (+1 eff.) Phys.spd +10% Dmg.mod +9% physical ----- def ----- Armour +2 Die.at -80.00 life Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 146% / cooldown 84%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 84%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 73.96 physical damage and 126.13 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 duelist (speed 775%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 775% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 716%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 716% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 393; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (270.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 297.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 light, 3 nature, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 119; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 119 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 145; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 633; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 633 damage for 4 turns. 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. |
shielding rune of the titan (absorb 212; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 212 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 356; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 356 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 484; dur 6; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 484 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Demonnail0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Mag +7 Wil +2 Con dps ---------- Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +13% lightning Stun/Frz- +23% ---------- misc See.Invis +15 Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
Chigas0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Dex +2 Mag +2 Wil +3 Con ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +3% temporal +8% physical Res.Cap +4% all Phys.save +20 (+6 eff.) Max.HP +42.00 HP.reg +3.00 ---------- misc Stam/turn +0.50 Infravis +1 Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% temporal Pinning- +27% Knockbk- +21% Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 36 power out of 60/60 The evilness of undeath radiates from this amulet. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 266 strength, based on Magic) for 5 turns. Uses 15 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 22 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (151). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 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? |
conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Acc +7 (+1 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Mag dps ---------- Melee+ 10 light Ranged+ 13 light Dmg.mod +10% light ----- def ----- Armour +6 Rings make your fingers look great! |
wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
wizard's steel ring of misery0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +2 Mag dps ---------- Melee+ 10 physical Ranged+ 10 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 28 On Hit (Ranged): * 13% chance to reduce all saves and defense by 28 ----- def ----- Spell.save +4 (+1 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Coalbreaker the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Mind.crit +2% Dmg.mod +13% nature Res.pen +5% physical On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +2 Resists +26% nature ---------- misc Max.stam +10.00 Rings make your fingers look great! |
gold ring 'Adelaith'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +9 Con ----- def ----- Resists +5% arcane +12% fire Crit.dmg- 15.00% Phys.save +10 (+3 eff.) ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
solipsist's gold ring of misery0.1 T3 ring jewelry [Ego++] Psionic While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 13 physical Ranged+ 13 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 28 On Hit (Ranged): * 11% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 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! |
warrior's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% acid ----- def ----- Armour +8 Resists +24% acid Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Chillwolf0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +7 Cun +8 Con dps ---------- Phys.pwr +12 (+2 eff.) Melee+ 26 physical Ranged+ 19 physical Dmg.mod +6% cold On Hit (Melee): * 18% chance to reduce all saves and defense by 28 * 20% chance to reduce strength, dexterity, and constitution by 25 On Hit (Ranged): * 18% chance to reduce all saves and defense by 28 ----- def ----- Resists +15% blight Max.HP +70.00 HP.reg +15.00 Heal.mod +20% ---------- misc Hate/m.crit +3.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 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! |
Silumina the Glarekin0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +11% Dmg.mod +15% nature Res.pen +15% cold Acc +15 (+2 eff.) Melee Ret 4 light ----- def ----- Defense +10 (+2 eff.) Resists +30% nature +18% light Max.HP +90.00 HP.reg +16.00 Heal.mod +14% Blinding Speed: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
inquisitor's voratun greatsword of projection (66-105 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Disrupt/Psionic Power 65.5 - 104.8 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Deals 78 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
chilling orichalcum trident of daylight (54-87 power, 16 apr)3.0 T5 trident 2H weapon [Ego] Arcane Power 54.5 - 87.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +7 light +21 cold Against +30% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On 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. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+2 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Thaloren-Tree Longbow4.0 T5 longbow 2H weapon [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +12 Atk.spd 118% Range +10 On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
acidic quiver of ash arrows of vileness (19/19, 22-31 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +8 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 25 On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows of accuracy (20/20, 20-29 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master/Psionic Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +7 Crit +1.5% Capacity 20 Ranged+ +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 181 physical damage Arrows are used with bows to pierce your foes to death. |
deadly quiver of yew arrows of accuracy (20/20, 37-52 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 37.0 - 51.8 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +24 Apr +10 Crit +2.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
Runysafast (21/21, 51-71 power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 51.0 - 71.4 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +20 Apr +18 Crit +3.0% Capacity 21 Ranged+ +20 mind On Hit.r1 +20 mind On Hit: * 20% chance to slow global speed by 55% * 20 arcane resource burn While equipped: Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (19/19, 16-20 power, 1 apr)3.0 T1 shot ammo [Normal] Power 16.5 - 19.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
acidic voratun shield of cold resistance (+23%) (0 def, 10 armour, 70-83 power, 184 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 69.5 - 83.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +184 On Hit: * 26% chance to reduce armor by 35% While equipped: dps ---------- Melee+ 9 acid Melee Ret 13 acid ----- def ----- Armour +10 Fatigue +8% Resists +23% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +6 Mag +0 Wil +0 Cun +0 Con dps ---------- Spell.crit +15% Spell.pwr +15 (+5 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. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +0 Dex +0 Mag +0 Wil +0 Cun +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Airwoe (20 def, 8 armour)9.0 T5 light armor [Rare] Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +6 Wil +6 Cun +0 Con dps ---------- Dmg.mod +6% lightning +6% cold Res.pen +10% lightning +25% cold +25% light ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +12% lightning Mind.save +16 (+4 eff.) ---------- misc Light +3 A suit of armour made of leather. |
drakeskin leather armour 'Emyvena' (20 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +9 Dex +8 Mag +7 Wil +8 Cun dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +9% arcane Melee Ret 2 blight ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +10% physical Phys.save +20 (+6 eff.) Max.HP +118.00 ---------- misc Mana/s.crit +2.00 Max.mana +60.00 A suit of armour made of leather. |
drakeskin leather armour 'Muckrune' (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +8 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Dmg.mod +9% nature Res.pen +5% nature +25% lightning Melee Ret 4 nature ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +15% lightning +11% physical +15% darkness +6% nature ---------- misc Light +1 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
balancing hardened leather belt of carrying1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% ----- def ----- Fatigue -5% ---------- misc Max.enc +37 A belt that goes around your waist. |
hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
Freezevenom1.0 T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +13 (+2 eff.) Res.pen +20% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +13 Resists +3% mind +9% cold Phys.save +13 (+4 eff.) Max.HP +54.00 ---------- misc Size +1 Create a temporary shield that absorbs 314 damage Puts all charms on 18 cooldown A belt that goes around your waist. |
drakeskin leather belt of life1.0 T5 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +2.60 Heal.mod +21% A belt that goes around your waist. |
Brightvein (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +2% ----- def ----- Defense +1 (+0 eff.) Resists +3% acid Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.16 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivoda the Freezeprophet (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil dps ---------- Dmg.mod +15% acid Melee Ret 4 acid 4 cold ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +6% cold Spell.save +6 (+2 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bilespire' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Resists +6% nature +6% temporal Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyruthra the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% blight Res.pen +28% blight ----- def ----- Defense +3 (+1 eff.) Resists +23% blight +9% mind +21% light Max.HP +53.00 Def/telep +17 Res/telep +17% Dur/telep +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bariduran (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% acid Acc +5 (+0 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.50 Hate/m.crit +1.00 Max.stam +10.00 A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +8 ----- def ----- Armour +3 Disengage: Puts all charms on 9 cooldown Level 1.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. A pair of boots made of leather. |
pair of iron boots 'Grinoyon' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Mag dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Die.at -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Xanunn (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +5 Fatigue +4% Resists +9% lightning +11% temporal +6% mind +6% blight Phys.save +8 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Stam/turn +0.90 Max.stam +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+1 eff.) ----- def ----- Armour +1 Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xaneba (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Wil dps ---------- Phys.pwr +25 (+4 eff.) Res.pen +10% physical ----- def ----- Armour +2 ---------- misc See.Invis +12 Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +11 (+4 eff.) Melee+ 9 arcane Dmg.mod +5% arcane ----- def ----- Armour +3 Resists +4% arcane Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +13 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Frostbraze (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Mind.pwr +15 (+5 eff.) Melee+ 7 darkness Dmg.mod +3% darkness +9% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Armour +2 Fatigue +3% Resists +3% blight +3% cold +7% darkness ---------- misc Max.psi +10.00 Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: * 7% chance to reduce damage dealt by 23% Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane Acc +7 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +22% Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +7 arcane On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Byhell the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Spell.pwr +10 (+3 eff.) Res.pen +5% blight ----- def ----- Armour +1 Fatigue +1% Resists +10% light +11% darkness Spell.save +3 (+1 eff.) A cap made of leather. |
thaloren hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +9 (+3 eff.) A cap made of leather. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+3 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Gloramina (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +17 Dex +11 Cun +5 Con dps ---------- Dmg.mod +6% acid Res.pen +15% mind Melee Ret 4 acid ----- def ----- Armour +5 Fatigue +5% Resists +14% nature Spell.save +6 (+2 eff.) Max.HP +57.00 Heal.mod +18% ---------- misc Max.psi +30.00 A hat made of leather. Very stylish. |
Gloruyana (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +6 Str +6 Wil +0 Cun dps ---------- Phys.pwr +8 (+1 eff.) Melee Ret 4 mind ----- def ----- Armour +5 Fatigue +5% Resists +3% acid +10% physical +9% blight +6% fire +12% cold +6% temporal Crit.dmg- 15.00% Phys.save +6 (+2 eff.) Heal.mod +15% A cap made of leather. |
bladed drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 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 744.2 Physical damage. If the attack hits, the target is confused (46% 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 cap made of leather. |
miner's drakeskin leather cap of constitution (+5) (0 def, 11 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 A cap made of leather. |
Sewermire (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Spell.pwr +25 (+8 eff.) Dmg.mod +3% arcane +6% blight Res.pen +5% nature ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/s.crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Sunwalker' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +3 Wil +4 Cun dps ---------- Dmg.mod +6% temporal Res.pen +10% light ----- def ----- Armour +3 Fatigue +5% Resists +7% blight +9% temporal Crit.dmg- 15.00% Mind.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of the depths (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +5% cold ---------- misc Infravis +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +0 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
insulating dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +11% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
7 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. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
9 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. |
15 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 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. |
14 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. |
13 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. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
11 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
283 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
36 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) ---------- misc Light +5 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. |
ethereal alchemist's lamp of the moons0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +9% darkness +0% light ----- def ----- Resists +9% light Affinity +5% darkness ---------- misc Light +6 Infravis +3 Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 158.04 damage. The damage dealt will increase with your Spellpower. 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 back support0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -16% ---------- misc Max.enc +40 Tinkers can be attached to normal items to improve them with steam power! |
steel crystal plating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
perfect saw shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Huryrim the Oozestrider (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +3 Con dps ---------- Dmg.mod +13% fire +10% mind +9% temporal Res.pen +10% acid +5% temporal On Hit (Melee): * 20% chance to slow global speed by 55% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature Mind.save +11 (+3 eff.) ---------- misc Spell.cld 10% Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Flaresweeper' (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +9 Str +13 Wil dps ---------- Phys.crit +14.0% Mind.crit +14% Crit.mult +14.00% Phys.pwr +10 (+2 eff.) Res.pen +5% arcane Phasing +30% Apr +8 Melee Ret 11 arcane ----- def ----- Resists +6% fire ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 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)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 475.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
quick iron torque of clear mind [power 1] (12 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
evasive stralite torque of clear mind [power 3] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (15 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 194 Base Damage: 104 Armor: 4 All Resist: 0 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 182] (9 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing elm wand of conjuration [power 100] (9 cooldown)2.0 T1 wand charm [Ego+] Arcane Fire a magical bolt dealing 110 cold damage Puts all charms on 9 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Brandpain' [power 194] (12 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% mind +6% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +6% mind Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Airpain' [power 260] (12 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +15% mind +5% arcane Spell.save +6 (+2 eff.) Max.HP +60.00 Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to increase all damage penetration by 17% for 2 turns. 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: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
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
Found the mysterious staff and told Last Hope about it.By THE TECHNO ARCHER 2.0 the Cornac Archer level 34
9th Flare 123rd year of Ascendancy at 14:05 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By THE TECHNO ARCHER 2.0 the Cornac Archer level 44
38th Haze 123rd year of Ascendancy at 20:39 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By THE TECHNO ARCHER 2.0 the Cornac Archer level 44
40th Haze 123rd year of Ascendancy at 04:42 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By THE TECHNO ARCHER 2.0 the Cornac Archer level 43
30th Haze 123rd year of Ascendancy at 18:47 see stats
Brave new world
Went to the Far East and took part in the war.By THE TECHNO ARCHER 2.0 the Cornac Archer level 36
11st Dusk 123rd year of Ascendancy at 18:57 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By THE TECHNO ARCHER 2.0 the Cornac Archer level 28
41st Regrowth 123rd year of Ascendancy at 11:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By THE TECHNO ARCHER 2.0 the Cornac Archer level 18
47th Haze 122nd year of Ascendancy at 05:55 see stats
Destroyer's bane
Killed Golbug the Destroyer.By THE TECHNO ARCHER 2.0 the Cornac Archer level 35
8th Dusk 123rd year of Ascendancy at 11:09 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By THE TECHNO ARCHER 2.0 the Cornac Archer level 29
58th Regrowth 123rd year of Ascendancy at 13:53 see stats
Dragon's Greed
Amassed 8000 gold pieces.By THE TECHNO ARCHER 2.0 the Cornac Archer level 43
36th Haze 123rd year of Ascendancy at 18:54 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By THE TECHNO ARCHER 2.0 the Cornac Archer level 50
6th Allure 124th year of Ascendancy at 03:50 see stats
Exterminator
Killed 1000 creatures.By THE TECHNO ARCHER 2.0 the Cornac Archer level 18
41st Haze 122nd year of Ascendancy at 04:45 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By THE TECHNO ARCHER 2.0 the Cornac Archer level 26
12nd Regrowth 123rd year of Ascendancy at 11:51 see stats
Fear me not!
Survived the Fearscape!By THE TECHNO ARCHER 2.0 the Cornac Archer level 44
39th Haze 123rd year of Ascendancy at 06:31 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By THE TECHNO ARCHER 2.0 the Cornac Archer level 50
2nd Allure 124th year of Ascendancy at 13:14 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By THE TECHNO ARCHER 2.0 the Cornac Archer level 25
4th Regrowth 123rd year of Ascendancy at 13:51 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By THE TECHNO ARCHER 2.0 the Cornac Archer level 46
40th Haze 123rd year of Ascendancy at 06:52 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By THE TECHNO ARCHER 2.0 the Cornac Archer level 31
48th Pyre 123rd year of Ascendancy at 19:01 see stats
Level 10
Got a character to level 10.By THE TECHNO ARCHER 2.0 the Cornac Archer level 10
9th Flare 122nd year of Ascendancy at 00:37 see stats
Level 20
Got a character to level 20.By THE TECHNO ARCHER 2.0 the Cornac Archer level 20
64th Haze 122nd year of Ascendancy at 21:36 see stats
Level 30
Got a character to level 30.By THE TECHNO ARCHER 2.0 the Cornac Archer level 30
8th Pyre 123rd year of Ascendancy at 01:18 see stats
Level 40
Got a character to level 40.By THE TECHNO ARCHER 2.0 the Cornac Archer level 40
1st Haze 123rd year of Ascendancy at 09:11 see stats
Level 50
Got a character to level 50.By THE TECHNO ARCHER 2.0 the Cornac Archer level 50
55th Haze 123rd year of Ascendancy at 21:00 see stats
Orcrist
Killed the leaders of the Orc Pride.By THE TECHNO ARCHER 2.0 the Cornac Archer level 50
1st Allure 124th year of Ascendancy at 04:26 see stats
Poisonous
Sided with the assassin lord.By THE TECHNO ARCHER 2.0 the Cornac Archer level 18
18th Haze 122nd year of Ascendancy at 04:19 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By THE TECHNO ARCHER 2.0 the Cornac Archer level 50
63rd Haze 123rd year of Ascendancy at 05:28 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By THE TECHNO ARCHER 2.0 the Cornac Archer level 26
10th Regrowth 123rd year of Ascendancy at 12:01 see stats
Size is everything
Did over 1500 damage in one attack.By THE TECHNO ARCHER 2.0 the Cornac Archer level 42
28th Haze 123rd year of Ascendancy at 04:29 see stats
Size matters
Did over 600 damage in one attack.By THE TECHNO ARCHER 2.0 the Cornac Archer level 24
2nd Regrowth 123rd year of Ascendancy at 21:46 see stats
Sliders
Activated a portal using the Orb of Many Ways.By THE TECHNO ARCHER 2.0 the Cornac Archer level 36
8th Dusk 123rd year of Ascendancy at 17:16 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By THE TECHNO ARCHER 2.0 the Cornac Archer level 50
6th Allure 124th year of Ascendancy at 03:48 see stats
That was close
Killed your target while having only 1 life left.By THE TECHNO ARCHER 2.0 the Cornac Archer level 28
40th Regrowth 123rd year of Ascendancy at 03:20 see stats
The Arena
Unlocked Arena mode.By THE TECHNO ARCHER 2.0 the Cornac Archer level 7
1st Flare 122nd year of Ascendancy at 08:07 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By THE TECHNO ARCHER 2.0 the Cornac Archer level 23
10th Allure 123rd year of Ascendancy at 01:27 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By THE TECHNO ARCHER 2.0 the Cornac Archer level 18
13rd Haze 122nd year of Ascendancy at 16:36 see stats
The Sun Still Shines
Aeryn survived the last battle.By THE TECHNO ARCHER 2.0 the Cornac Archer level 50
6th Allure 124th year of Ascendancy at 03:50 see stats
The bigger the better!
Did over 3000 damage in one attack.By THE TECHNO ARCHER 2.0 the Cornac Archer level 43
37th Haze 123rd year of Ascendancy at 02:56 see stats
The secret city
Discovered the truth about mages.By THE TECHNO ARCHER 2.0 the Cornac Archer level 13
18th Dusk 122nd year of Ascendancy at 02:28 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By THE TECHNO ARCHER 2.0 the Cornac Archer level 38
45th Dusk 123rd year of Ascendancy at 05:01 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By THE TECHNO ARCHER 2.0 the Cornac Archer level 29
58th Regrowth 123rd year of Ascendancy at 22:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By THE TECHNO ARCHER 2.0 the Cornac Archer level 19
64th Haze 122nd year of Ascendancy at 09:20 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By THE TECHNO ARCHER 2.0 the Cornac Archer level 33
72nd Pyre 123rd year of Ascendancy at 22:54 see stats
Log
Deadly Poison from THE TECHNO ARCHER 2.0 hits Argoniel for 47 nature damage.
Deep Wound from THE TECHNO ARCHER 2.0 hits Argoniel for 122 physical damage.
Argoniel hits THE TECHNO ARCHER 2.0 for 2 physical, 1 nature (3 total damage).
Pin Down is still on cooldown for 7 turns.
THE TECHNO ARCHER 2.0 shoots!
High Sun Paladin Aeryn is no longer evading attacks.
THE TECHNO ARCHER 2.0's Shoot performs a ranged critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Poison bursts out of Argoniel's corpse!
THE TECHNO ARCHER 2.0 damages herself through Martyrdom!
THE TECHNO ARCHER 2.0's Shoot hits Argoniel for 2077 physical damage.
Argoniel hits THE TECHNO ARCHER 2.0 for 61 physical damage.
THE TECHNO ARCHER 2.0's Shoot killed Argoniel!
THE TECHNO ARCHER 2.0 shrugs off Argoniel's 'Decrepitude Disease'!
Argoniel's Soul Rot hits THE TECHNO ARCHER 2.0 for 139 blight damage.
THE TECHNO ARCHER 2.0 uses Track.
High Sun Paladin Aeryn casts Bathe in Light.
The protective shield of THE TECHNO ARCHER 2.0 disappears.
THE TECHNO ARCHER 2.0 slows down.
THE TECHNO ARCHER 2.0 is free from the hex.
High Sun Paladin Aeryn receives 62 healing from High Sun Paladin Aeryn's healing light area effect.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied!
Personal New Achievement: The Sun Still Shines!
Saving game...
Saving done.
































































































































































































