











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Psionic Blade 1.7.2Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Psionic Blade |
| Level / Exp | 40 / 6% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 50 (base 12) |
| Dexterity | 122 (base 50) |
| Constitution | 32 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 90 (base 60) |
| Cunning | 80 (base 47) |
Resources
| Life | 487/487 |
| Steam | 100/100 |
| Stamina | 377/377 |
| Psi | 477/477 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 28.978244862369 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +130.8436722119% |
Vision
| Sight | 12 |
| Lite | 12 |
| Infravision | 15 |
| See Stealth | 82.224966696915 |
| See Invisible | 84.224966696915 |
Offense: Mainhand
| Damage | 178 |
| Accuracy | 107 |
| Crit Chance | 64% |
| APR | 80 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 13.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Blight | +14% |
| Arcane | +17% |
| Cold | +29% |
| All | +5% |
| Darkness | +23% |
| Light | +20% |
| Mind | +20% |
| Fire | +29% |
| Nature | +20% |
Offense: Damage Penetration
| Lightning | +17% |
| Mind | +27% |
| Darkness | +17% |
| Physical | +12% |
| Cold | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 59 (81.69962066283%) |
| Defense | 94 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 66.94 |
| Spell Save | 57.76 |
| Mental Save | 70 |
Defense: Resistances
| Blight | + 23%( 70%) |
| Arcane | + 32%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 34%( 70%) |
| Temporal | + 23%( 70%) |
| Physical | + 20%( 70%) |
| Lightning | + 57%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 43% |
| Poison Resistance | 50% |
| Blind Resistance | 20% |
| Silence Resistance | 34% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/4)
| Infusions | Effective talent level: 3.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 222 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 3.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 3.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 225 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Reality Slashing | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Nihilism | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Neurodisruption | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Augmented striking | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Technique / Elusiveness | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic Blade | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Mind over Matter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Mindfulness | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Overflowing Psi |
| talent | Concentration |
| talent | Augmentation |
| talent | Psionic Storm |
| talent | Volatile Fluctuations |
| talent | Daunting Presence |
| talent | Yarrrr!! |
| talent | Elusive Reflexes |
| talent | Beyond the Flesh |
| beneficial effect | Increases defense by 22. Mobile Defense |
| beneficial effect | Acquiring increasing momentum from 3 action(s). Your next attack shall unleash great impact! Impactful Momentum |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+30% global speed). Clarity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | Snowpassion the voratun battleaxe (186% power, 20 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 186% Range: 1.5x Uses stats: 125% Wil, 20% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +24.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 19 damage over 5 turns and reducing armor and accuracy by 3 Damage (Melee): +8 cold When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +14.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 cold Changes stats: +7 Dex Changes resistances penetration: +5% cold Combat speed: +10% Massive two-handed battleaxes. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 140, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 402.21 darkness damage (based on Mindpower and charge) Activation costs 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Gama the cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +9 Cun / +9 Wil Changes resistances penetration: +20% mind Mental save: +15 (+4 eff.) Mindpower: +30 (+6 eff.) Mental crit. chance: +4% Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Hateful Whisper, placing all other charms into a 11 cooldown : Effective talent level: 5.0 Power cost: 11 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 353 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.0 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 33% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On feet | pair of drakeskin leather boots 'Abysstreason' (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +5 Changes stats: +5 Mag Changes resistances: +6% lightning / +9% fire Changes resistances penetration: +10% lightning Changes damage: +7% acid / +15% fire / +9% blight Physical save: +12 (+1 eff.) Disease immunity: +27% Silence immunity: +34% Confusion immunity: +44% Pinning immunity: +20% Stun/Freeze immunity: +30% Knockback immunity: +20% Teleport immunity: +100% Spellpower: +9 (+2 eff.) A pair of boots made of leather. |
| Tool | Flashoblivion [power 275] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +3 Armour: +12 Defense: +10 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Dex Changes damage: +9% fire Physical save: +12 (+1 eff.) It can be used to blast the opponent's mind dealing 330 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | YvusevenaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical power: +8 (+2 eff.) Armour: +4 Changes stats: +3 Dex Changes resistances penetration: +5% physical Changes damage: +5% all Physical save: +12 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +3.00 Spellpower: +8 (+2 eff.) Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
| On fingers | Adussra the ShinebracePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 light Changes stats: +4 Cun / +5 Wil Changes resistances: +12% arcane / +6% temporal Changes damage: +12% arcane Blindness immunity: +20% Mindpower: +7 (+1 eff.) Light radius: +1 Infravision radius: +3 See stealth: +5 See invisible: +7 Rings make your fingers look great! |
| Around neck | savior's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +20 Critical mult.: +11.00% Physical save: +19 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +25 (+7 eff.) Amulets make your neck look great! |
| In main hand | Umbrawinter (168% power, 18 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 125% Wil, 20% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +17.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +10 nature Damage against: +14% Unnatural When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Wil Changes resistances: +6% blight Changes damage: +3% darkness Disarm immunity: +32% Massive two-handed mauls. |
| On hands | Tideminister (10 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +11 Armour: +3 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +9 Cun / +7 Dex Changes resistances: +5% arcane Changes damage: +24% cold Talent granted: +5 Iron Grip Physical save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +120% Only die when reaching: -80.00 life When used to modify unarmed attacks: Power: 155% Range: 1.4x Uses stats: 55% Wil, 75% Cun, 20% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 5.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 180% damage with a 30% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | reinforced hardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Defense: +17 (+3 eff.) Changes stats: +4 Dex / +4 Cun / +7 Lck Trap disarming bonus: +12 Stealth bonus: +8 Physical save: +19 (+2 eff.) Infravision radius: +5 Slows Projectiles: +25% A belt that goes around your waist. |
| Cloak | cashmere cloak 'Thunderbutcher' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Defense: +2 (+0 eff.) Changes stats: +10 Dex Changes resistances: +42% lightning Critical mult.: +22.00% Stealth bonus: +8 Stun/Freeze immunity: +50% Mindpower: +15 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
steam generator implant of the psychic (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 564%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 506; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 33%; magical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 35%; magical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 25 power out of 35/35) : Effective talent level: 4.0 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 493 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
ElabaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 71% * 10 arcane resource burn Changes stats: +3 Wil Changes resistances: +3% nature / +3% blight / +12% cold / +15% mind / +10% fire Confusion immunity: +28% Amulets make your neck look great! |
cleansing copper amulet of constitution (+3) =+3con=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% nature / +10% blight Poison immunity: +22% Disease immunity: +23% Amulets make your neck look great! |
grounding steel amulet of strength (+4) =+4str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
insulating gold amulet of constitution (+4) =+4con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +17% fire / +16% cold Amulets make your neck look great! |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Defense: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 186% 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! |
psionicist's gold ring of light (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +4 (+1 eff.) Rings make your fingers look great! |
rogue's steel ring of tenacity =+4cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +4 Cun Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +26.00 Rings make your fingers look great! |
solipsist's stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +7 Wil Mental save: +9 (+3 eff.) Confusion immunity: +35% Mindpower: +7 (+1 eff.) Rings make your fingers look great! |
wizard's copper ring of the mind (+11%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% mind Changes damage: +11% mind Spell save: +6 (+1 eff.) Rings make your fingers look great! |
Icy Kill (164% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 164% Range: 1.3x Uses stats: 63% Wil, 43% Cun, 20% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Urthadig (145% power, 7 apr) =+8conm=Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 145% Range: 1.3x Uses stats: 63% Wil, 43% Cun, 20% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Changes stats: +8 Str / +7 Dex / +8 Mag / +4 Wil / +8 Cun / +8 Con Changes resistances: +15% mind Changes damage: +3% blight Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +25 (+6 eff.) Damage Shield penetration: +30% Sharp, short and deadly. |
acidic stralite dagger of crippling (157% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 157% Range: 1.3x Uses stats: 63% Wil, 20% Dex, 43% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 19 damage over 5 turns and reducing armor and accuracy by 3 When wielded/worn: Physical crit. chance: +9.0% Sharp, short and deadly. |
arcing stralite dagger of evisceration (155% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 155% Range: 1.3x Uses stats: 63% Wil, 20% Dex, 43% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Sharp, short and deadly. |
caustic stralite dagger of amnesia (156% power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 156% Range: 1.3x Uses stats: 63% Wil, 20% Dex, 43% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 2) on crit: +13 acid / +24 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +6% acid / +10% nature Sharp, short and deadly. |
truestriking dwarven-steel dagger of amnesia (143% power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 143% Range: 1.3x Uses stats: 63% Wil, 20% Dex, 43% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, short and deadly. |
warbringer's dwarven-steel dagger of paradox (140% power, 7 apr) =+3con=Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 140% Range: 1.3x Uses stats: 63% Wil, 20% Dex, 43% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Con Changes resistances: +10% temporal Changes resistances penetration: +7% physical Disarm immunity: +14% Sharp, short and deadly. |
balanced stralite greatsword (178% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 178% Range: 1.6x Uses stats: 125% Wil, 20% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +13 (+2 eff.) Disarm immunity: +42% Massive two-handed swords. |
acidic steel longsword of massacre (149% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 149% Range: 1.4x Uses stats: 107% Wil, 20% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 19 damage over 5 turns and reducing armor and accuracy by 3 Sharp, long, and deadly. |
horrifying vined mindstar of life (81% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 81% Range: 1.1x Uses stats: 70% Wil, 20% Dex, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 5 darkness Changes damage: +2% mind / +2% darkness Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +15.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced cured leather sling of enduring =+10con=Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 117% Range: 1.1x Uses stats: 20% Wil, 20% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +3 Str / +4 Dex / +6 Mag / +12 Wil / +7 Cun / +10 Con Maximum life: +10.00 Slings are used to hurl stones or metal shots at your foes. |
quick dwarven-steel waraxe of enduring (143% power, 4 apr) =+8con=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 143% Range: 1.4x Uses stats: 107% Wil, 20% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +3 Dex / +7 Wil / +8 Con Maximum life: +10.00 Combat speed: +10% One-handed war axes. |
Snowwalker the hardened leather belt =+5con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +3 Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +3% physical Changes resistances penetration: +10% cold Physical save: +11 (+1 eff.) Maximum stamina: +30.00 Size category: +1 A belt that goes around your waist. |
nightruned rough leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% light / +5% darkness Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
Eariran the Voidhash (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes stats: +8 Mag / +3 Wil / +3 Con Changes resistances: +16% cold / +12% darkness See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Shaderesolve' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +24% cold / +6% darkness / +11% all Changes resistances penetration: +15% darkness Changes damage: +16% cold Equilibrium when hit: +0.16 Maximum hate: +10.00 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Str / +6 Mag / +7 Wil Changes resistances: +12% blight / +9% cold / +7% lightning / +13% all Changes damage: +10% lightning / +14% physical / +19% cold Life regen: +1.90 Maximum life: +56.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 55% Wil, 75% Cun, 20% Dex Damage type: Physical Armour Penetration: +1 Crit. chance: +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +3 Cun / +4 Con Talent cooldown: Double Strike (-1 turn) Physical save: +17 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Power: 159% Range: 1.4x Uses stats: 55% Wil, 20% Dex, 75% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +24 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Aeregen the hardened leather cap (0 def, 3 armour) =+6str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str Changes resistances: +15% fire Critical mult.: +10.00% Spell save: +18 (+3 eff.) Psi when hit: +0.08 Mindpower: +15 (+3 eff.) Mental crit. chance: +3% A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-3 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
champion's dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: +4% Changes stats: +2 Str / +3 Dex / +1 Wil / +3 Cun Mental save: +6 (+2 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour) =+3con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
53 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
60 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of wreckage (dig speed 24 turns) =strike=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +5 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
46 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +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. |
void-walker's dwarven lantern of corpselight =undeath=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +13% blight / +9% cold / +10% darkness / +5% temporal Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +10 Defense after a teleport: +14 Resist all after a teleport: +13% New effects duration reduction after a teleport: +17% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 38 life. Creatures standing in the retch also have 27% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Mech)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
61 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 140 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. |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel torque of mindblast [power 160] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 192 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield [power 173] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of healing [power 362] (11 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 362 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 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. |
61 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Fulindur the Orc Psionic Blade level 7
14th Retaking 124th year of Ascendancy at 19:10 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Fulindur the Orc Psionic Blade level 12
20th Retaking 124th year of Ascendancy at 11:59 see stats
Ay ay captain! (Nightmare (Roguelike) difficulty)
Turn into a pirate!By Fulindur the Orc Psionic Blade level 18
42nd Retaking 124th year of Ascendancy at 07:13 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Fulindur the Orc Psionic Blade level 31
11st Revenge 124th year of Ascendancy at 21:13 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Fulindur the Orc Psionic Blade level 10
16th Retaking 124th year of Ascendancy at 05:08 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Fulindur the Orc Psionic Blade level 20
43rd Retaking 124th year of Ascendancy at 22:54 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Fulindur the Orc Psionic Blade level 30
4th Revenge 124th year of Ascendancy at 15:50 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Fulindur the Orc Psionic Blade level 40
25th Revenge 124th year of Ascendancy at 20:21 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Fulindur the Orc Psionic Blade level 34
17th Revenge 124th year of Ascendancy at 02:37 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fulindur the Orc Psionic Blade level 36
22nd Revenge 124th year of Ascendancy at 13:32 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Fulindur the Orc Psionic Blade level 29
4th Revenge 124th year of Ascendancy at 11:33 see stats
The High Lady's Destiny (Finale) (Nightmare (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Fulindur the Orc Psionic Blade level 38
24th Revenge 124th year of Ascendancy at 13:54 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Fulindur the Orc Psionic Blade level 27
4th Revenge 124th year of Ascendancy at 02:10 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fulindur the Orc Psionic Blade level 32
13rd Revenge 124th year of Ascendancy at 23:07 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fulindur the Orc Psionic Blade level 20
44th Retaking 124th year of Ascendancy at 11:46 see stats
Log
Fulindur deactivates Daunting Presence.
Fulindur activates Daunting Presence.
Fulindur deactivates Volatile Fluctuations.
Fulindur activates Volatile Fluctuations.
Fulindur deactivates Elusive Reflexes.
Fulindur activates Elusive Reflexes.
Fulindur deactivates Yarrrr!!.
Fulindur activates Yarrrr!!.
Fulindur deactivates Beyond the Flesh.
Fulindur activates Beyond the Flesh.
You gain 20.25 gold from the melting of warded elven-wood wand of conjuration [power 320] (11 cooldown).
You collect a new ingredient: lump of stralite (1).
You gain 1.25 gold from the melting of arcing pouch of stralite shots (21/21, 171% power, 5 apr).
You gain 4.82 gold from the melting of high-capacity quiver of elven-wood arrows of erosion (50/50, 170% power, 14 apr).
You gain 8.18 gold from the melting of enlightening drakeskin leather armour of alacrity (20 def, 8 armour).
You gain 9.27 gold from the melting of spellstreaming drakeskin leather gloves of the juggernaut (0 def, 3 armour).
You gain 25.00 gold from the melting of silk robe 'Smoldermortal' (0 def, 0 armour).
You collect a new ingredient: lump of stralite (1).
You gain 10.15 gold from the melting of enhanced stralite waraxe (158% power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 4.32 gold from the melting of impervious stralite steamsaw (117% power, 0 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.10 gold from the melting of penetrating stralite steamgun.
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 5.31 gold from the melting of pulsing mindstar of venom (107% power, 32 apr, nature damage).
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 13.07 gold from the melting of dreamer's living mindstar of venom (113% power, 40 apr, mind damage).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 1.03 gold from the melting of regeneration infusion (heal 178; 13 cd).
There is an exit to the worldmap here (press '' or right click to use).




























































































































