















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! Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Annihilator |
| Level / Exp | 34 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Ckannon the human at level 19 on the 58th Regrowth 123rd year of Ascendancy at 22:06 0 / 8Killed by snow giant boulder thrower at level 20 on the 3rd Pyre 123rd year of Ascendancy at 06:39 Killed by snow giant at level 20 on the 3rd Pyre 123rd year of Ascendancy at 07:54 Killed by Nerata the elven guard at level 25 on the 21st Pyre 123rd year of Ascendancy at 20:12 Killed by elven cultist at level 25 on the 22nd Pyre 123rd year of Ascendancy at 10:10 Killed by Glyleda the thief at level 33 on the 43rd Regrowth 124th year of Ascendancy at 10:25 Killed by The Master at level 34 on the 44th Regrowth 124th year of Ascendancy at 23:09 Killed by The Master at level 34 on the 45th Regrowth 124th year of Ascendancy at 00:32 |
Primary Stats
| Strength | 41 (base 16) |
| Dexterity | 100 (base 60) |
| Constitution | 34 (base 14) |
| Magic | 41 (base 11) |
| Willpower | 20 (base 10) |
| Cunning | 87 (base 60) |
Resources
| Life | -364/595 |
| Steam | 86/100 |
| Healing Factor | 1.185336564623 |
| Regeneration | 3.8523438350246 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 45 |
| See Invisible | 45 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 61 |
| Crit Chance | 61% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +57% |
| Blight | +30% |
| Arcane | +20% |
| Mind | +26% |
| All | +5% |
| Lightning | +47% |
| Light | +18% |
| Physical | +44% |
| Fire | +30% |
| Nature | +30% |
Offense: Damage Penetration
| Darkness | +20% |
| Light | +20% |
| Nature | +5% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42 (49.007671158813%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 8.6899726700218 |
| Physical Save | 44 |
| Spell Save | 31 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 30%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 32%( 70%) |
| Physical | + 34%( 70%) |
| Temporal | + 30%( 70%) |
| Darkness | + 26%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Teleport Resistance | 100% |
| Confusion Resistance | 39% |
| Disarm Resistance | 60% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 70% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.3 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 69%. 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 596% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the temporal explorer from death by grave wight. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed vampire lord fang. * You've found the needed snow giant kidney. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Crackleoblivion (0 def, 5 armour) 2.0 T5 feet armor [Rare] Master While equipped: Stats +13 Lck +7 Dex dps ---------- Dmg.mod +12% lightning +24% physical ----- def ----- Armour +5 Resists +9% lightning +15% temporal Phys.save +21 (+7 eff.) Stealth +14 Die.at -60.00 life Pinning- +20% Knockbk- +20% Teleport- +100% A pair of boots made of leather. |
| Quiver | Wretchtrial (16/21, 68-82 power, 6 apr) 3.0 T5 shot ammo [Rare] Master Power 68.0 - 81.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 21 Ranged+ +20 lightning +20 nature On Hit.r1 +20 mind On Crit.r2 +20 nature On Hit: * 20% chance to slow global speed by 64% On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Malesin'0.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +7% light +9% mind Res.pen +20% mind Melee Ret 6 mind ----- def ----- Resists +8% darkness +6% mind Affinity +5% light ---------- misc Light +10 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 189.76 light damage. At talent level 3 you gain 31% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A Helmet. But with steam power! |
| On hands | Ce'Nuwyn the Woepyre (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Dex +5 Mag +4 Cun dps ---------- Melee Ret 8 darkness ----- def ----- Armour +2 Resists +12% fire HP.reg +3.00 Disarm- +60% ---------- misc Stam/turn +1.40 Max.stam +18.00 Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Nimbuswolf [power 340] (25 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning +9% acid Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +15% cold Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 918 Base Damage: 413 Armor: 7 All Resist: 38 Puts all charms on 25 cooldown 100% to gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Arctreason'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Mind.crit +2% S.pwr/crit +6 Dmg.mod +15% physical +12% mind +15% arcane Acc +8 (+2 eff.) ----- def ----- Resists +9% lightning ---------- misc Max.hate +6.00 Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +5% all Acc +6 (+1 eff.) ----- def ----- Resists +3% darkness +6% acid Mind.save +6 (+2 eff.) Die.at -60.00 life Blind- +20% Confus- +29% Can be unequipped or rerolled. 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? |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Darkburst the stralite steamgun 4.0 T4 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +17 acid On Crit.r2 +20 fire On Hit: * 20% chance to reduce damage dealt by 29% * splashes acid on your target dealing 93 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +18% acid +6% light Res.pen +20% darkness +20% light ---------- misc Light +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Band of Protection |
| In off hand | dwarven-steel shield 'Brightdeath' (0 def, 6 armour, 30-37 power, 88 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +88 Melee+ +20 acid On Crit.r2 +12 acid +20 light On Hit: * 20% chance to reduce armor by 39% While equipped: Stats +7 Str +7 Dex dps ---------- Acc +14 (+3 eff.) Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +6 Fatigue +8% Resists +5% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Bogstreak' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Mag +3 Wil dps ---------- Res.pen +5% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Crit.chn- 15.00% Mind.save +6 (+2 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Medical Urgency Vest (6 def, 7 armour) 9.0 T3 light armor [Unique] Steamtech While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Inventory
movement infusion of the sneak (speed 770%; cd 15)0.1 infusion scroll [Ego] 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: 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. 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 wizard (speed 633%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 633% 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 Magic stat. 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 21%; magical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, lightning)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: 5 acid, 2 physical, 5 darkness, 3 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (230.00 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 241.50 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. |
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: Crystal 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. |
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. |
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. |
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. |
2 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. |
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. |
2 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: 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: 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. |
schematic: Mana 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. |
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. |
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. |
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. |
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. |
2 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. |
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. |
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. |
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. |
Armykalthogorn the Clouddash0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +3% mind +7% physical Res.pen +10% lightning ----- def ----- Resists +3% acid +6% fire +12% blight +6% lightning Spell.save +9 (+5 eff.) Amulets make your neck look great! |
Mayokira0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con +5 Wil dps ---------- S.pwr/crit +4 Apr +4 Melee Ret 4 arcane 8 blight ----- def ----- Spell.save +9 (+5 eff.) Heal.mod +21% Cut- +60% ---------- misc Max.vim +20.00 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 380 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+11 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ragiyalin the Darkwreath0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun dps ---------- Mind.crit +5% Crit.mult +10.00% Dmg.mod +9% cold Acc +12 (+3 eff.) Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ---------- misc Equi/ret +0.12 Psi/ret +0.20 Rings make your fingers look great! |
steel ring 'Tempestrune'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +1 Cun dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 7 physical Ranged+ 5 physical Dmg.mod +3% lightning On Hit (Melee): * 10% chance to slow global speed by 64% * 14% chance to reduce all saves and defense by 36 On Hit (Ranged): * 12% chance to reduce all saves and defense by 36 ----- def ----- Resists +6% nature Blind- +29% ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Infravis +5 See.Stealth +7 See.Invis +9 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
dwarven-steel greatmaul of evisceration (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+3 eff.) Massive two-handed mauls. |
Glitterroar (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +17 mind On Hit: * 24% chance to reduce all saves and defense by 36 While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +9% mind ----- def ----- Resists +15% mind ---------- misc Light +3 Blunt and deadly. |
caustic reinforced leather sling of enduring4.0 T4 sling 1H weapon [Ego++] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +21 acid +21 nature While equipped: Stats +9 Con +9 Wil dps ---------- Res.pen +9% acid +9% nature Apr +5 ----- def ----- Max.HP +49.00 Slings are used to hurl stones or metal shots at your foes. |
Scorchrage the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% fire Res.pen +25% arcane Melee Ret 10 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +27% fire +10% cold A belt that goes around your waist. |
hardened leather belt 'Unrumarek'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Mind.crit +5% Crit.mult +5.00% Dmg.mod +21% mind ----- def ----- Stealth +8 ---------- misc T.Disarm +16 Infravis +5 A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlife1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +5 Mag ----- def ----- Resists +8% blight ---------- misc Mana/turn +0.15 Max.mana +31.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Sleetrain the cashmere cloak (13 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +10 Res.pen +10% cold ----- def ----- Defense +13 (+3 eff.) Resists +18% blight +15% cold Phys.save +10 (+4 eff.) ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armomnir the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Mag +5 Wil +5 Con dps ---------- Phys.pwr +30 (+8 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +15% blight +9% mind Res.pen +7% physical Acc +15 (+3 eff.) Melee Ret 10 blight ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/s.crit +2.00 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of drakeskin leather boots of phasing (11 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +13 Dex +3 Mag +3 Wil ----- def ----- Armour +5 Defense +11 (+3 eff.) Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
psychic's drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +15 (+4 eff.) Melee+ 9 mind Dmg.mod +6% mind ----- def ----- Armour +3 Resists +8% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor Reqs Wil 24 [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 158.37 mind damage and cripples the target's higher mental functions, reducing cunning by 15 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
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 +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 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 cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +9% fire +8% cold A pointy cloth hat, very wizardly... |
warlord's hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +9 (+3 eff.) A cap made of leather. |
rejuvenating hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +8% physical Phys.save +18 (+6 eff.) HP.reg +3.30 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
volcanic reinforced leather armour of Eyal (12 def, 18 armour)9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 8 fire Ranged+ 8 fire ----- def ----- Armour +18 Defense +12 (+3 eff.) Fatigue +8% Resists +18% fire +10% physical Max.HP +43.00 HP.reg +5.00 Heal.mod +13% A suit of armour made of leather. |
swashbuckler's dwarven-steel shield of the stars (0 def, 6 armour, 29-35 power, 87 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +87 Melee+ +13 light +12 darkness While equipped: Stats +3 Str +4 Dex +6 Mag +3 Cun dps ---------- Dmg.mod +13% light +11% darkness Acc +4 (+1 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +10% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
188 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. |
6 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. |
7 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"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. |
5 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. |
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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Frostspawner2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +3% cold Melee Ret 6 fire ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Max.psi +30.00 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
4 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. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 251] powerful healing salve [power 251]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 251 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
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. |
acidic pouch of steel shots of accuracy (22/22, 23-28 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 22 On Crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of grasping (24/24, 34-41 power, 3 apr)3.0 T3 shot ammo [Ego+] Nature Power 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 On Hit: * 20% chance to create vines that bind the target to the ground dealing 241 nature damage and pinning them for 3 turns While equipped: Shots are used with slings to pummel your foes to death. |
pouch of iron shots (17/17, 16-19 power, 1 apr)3.0 T1 shot ammo [Normal] Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
iron torque of clear mind [power 1] (25 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 25 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle 'Bleakvalor' [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% darkness +5% mind ----- def ----- Resists +3% darkness 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: 203 Base Damage: 109 Armor: 0 All Resist: 2 Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending ash totem of summon tentacle [power 145] (25 cooldown)2.0 T2 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: 325 Base Damage: 145 Armor: 7 All Resist: 2 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
extending elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
6 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. |
yew wand of conjuration 'Belarima' [power 265] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +8 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +15% physical ----- def ----- Armour +16 Defense +15 (+4 eff.) Fire a magical bolt dealing 278 cold damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
4 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. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mad Man Marc the Shalore Annihilator level 27
44th Dusk 123rd year of Ascendancy at 02:45 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mad Man Marc the Shalore Annihilator level 15
45th Haze 122nd year of Ascendancy at 00:00 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Mad Man Marc the Shalore Annihilator level 20
2nd Pyre 123rd year of Ascendancy at 16:10 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Mad Man Marc the Shalore Annihilator level 19
65th Regrowth 123rd year of Ascendancy at 22:41 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mad Man Marc the Shalore Annihilator level 20
67th Regrowth 123rd year of Ascendancy at 17:37 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mad Man Marc the Shalore Annihilator level 25
18th Pyre 123rd year of Ascendancy at 13:23 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Mad Man Marc the Shalore Annihilator level 31
75th Dusk 123rd year of Ascendancy at 02:15 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Mad Man Marc the Shalore Annihilator level 10
2nd Haze 122nd year of Ascendancy at 01:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Mad Man Marc the Shalore Annihilator level 20
67th Regrowth 123rd year of Ascendancy at 01:45 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Mad Man Marc the Shalore Annihilator level 30
59th Dusk 123rd year of Ascendancy at 04:14 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Mad Man Marc the Shalore Annihilator level 27
4th Dusk 123rd year of Ascendancy at 13:31 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Mad Man Marc the Shalore Annihilator level 31
73rd Haze 123rd year of Ascendancy at 03:31 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mad Man Marc the Shalore Annihilator level 26
23rd Pyre 123rd year of Ascendancy at 12:22 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Mad Man Marc the Shalore Annihilator level 17
54th Regrowth 123rd year of Ascendancy at 22:48 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Mad Man Marc the Shalore Annihilator level 27
44th Dusk 123rd year of Ascendancy at 02:45 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Mad Man Marc the Shalore Annihilator level 25
22nd Pyre 123rd year of Ascendancy at 10:09 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Mad Man Marc the Shalore Annihilator level 11
19th Haze 122nd year of Ascendancy at 22:01 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Mad Man Marc the Shalore Annihilator level 27
44th Dusk 123rd year of Ascendancy at 02:45 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Mad Man Marc the Shalore Annihilator level 15
37th Haze 122nd year of Ascendancy at 06:48 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Mad Man Marc the Shalore Annihilator level 28
55th Dusk 123rd year of Ascendancy at 05:02 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Mad Man Marc the Shalore Annihilator level 18
55th Regrowth 123rd year of Ascendancy at 17:29 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Mad Man Marc the Shalore Annihilator level 34
44th Regrowth 124th year of Ascendancy at 23:09 see stats
Log
Your shield crumbles under the damage!
The Master aims less carefully.
Your shield crumbles under the damage!
Mad Man Marc damages himself through Martyrdom!
The Master hits Mad Man Marc for (0 absorbed), (1 exoskeleton), 1 fire, (0 absorbed), (2 exoskeleton), 2 physical (3 total damage).
Burning Phosphorous from Mad Man Marc hits The Master for 29 fire damage.
Deep Wound from Mad Man Marc hits The Master for 58 physical damage.
Ghast receives 95 healing from Ghast's purging blight area effect.
Ghoulking receives 95 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Mad Man Marc for (0 absorbed), (20 exoskeleton), 20 blight (20 total damage).
Ghast receives 95 healing from Ghast's purging blight area effect.
The Master receives 37 healing from Ghast's purging blight area effect.
Ghast receives 95 healing from Ghast's purging blight area effect.
Ghast receives 95 healing from Ghast's purging blight area effect.
Mad Man Marc slows down.
Ghoulking hits Steamgun turret for 50 physical damage.
Ghoulking slows down.
Ghast slows down.
Ghast misses Mad Man Marc.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Dread casts Pacification Hex.
Mad Man Marc is hexed!
Mad Man Marc is dazed!
The Master casts Freeze.
The Master's spell attains critical power!
Mad Man Marc is not dazed anymore.
Your shield crumbles under the damage!
The Master hits Mad Man Marc for (0 absorbed), (55 exoskeleton), 362 cold (362 total damage).
Mad Man Marc the level 34 shalore annihilator was frozen to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.






























































































































