










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 42 / 55% |
Size | huge |
Lifes / Deaths | Killed by The Possessed at level 10 on the 7th Flare 122nd year of Ascendancy at 12:12 / 106Killed by Porerita the copperhead snake at level 10 on the 2nd Dusk 122nd year of Ascendancy at 08:45 Killed by Lisubretira the large brown snake at level 10 on the 2nd Dusk 122nd year of Ascendancy at 10:06 Killed by Betigatira the large brown snake at level 11 on the 3rd Dusk 122nd year of Ascendancy at 05:34 Killed by Betigatira the large brown snake at level 11 on the 3rd Dusk 122nd year of Ascendancy at 07:00 Killed by Elath the wolf at level 11 on the 3rd Dusk 122nd year of Ascendancy at 10:31 Killed by Xanura the large white snake at level 12 on the 3rd Dusk 122nd year of Ascendancy at 23:14 Killed by Xanura the large white snake at level 12 on the 4th Dusk 122nd year of Ascendancy at 01:33 Killed by Xarin the rattlesnake at level 13 on the 27th Dusk 122nd year of Ascendancy at 07:08 Killed by shadow at level 16 on the 45th Dusk 122nd year of Ascendancy at 07:37 Killed by war hound at level 17 on the 52nd Dusk 122nd year of Ascendancy at 08:04 Killed by Emareba the fox at level 17 on the 52nd Dusk 122nd year of Ascendancy at 12:35 Killed by Ivesetta the rogue at level 17 on the 53rd Dusk 122nd year of Ascendancy at 03:41 Killed by Cyrema the rogue sapper at level 17 on the 53rd Dusk 122nd year of Ascendancy at 05:53 Killed by Cyrema the rogue sapper at level 17 on the 53rd Dusk 122nd year of Ascendancy at 07:52 Killed by Ivesetta the rogue at level 17 on the 53rd Dusk 122nd year of Ascendancy at 10:20 Killed by war hound at level 17 on the 53rd Dusk 122nd year of Ascendancy at 12:43 Killed by Adorin the thief at level 17 on the 53rd Dusk 122nd year of Ascendancy at 14:53 Killed by Ivesetta the rogue at level 17 on the 53rd Dusk 122nd year of Ascendancy at 17:19 Killed by thief at level 17 on the 54th Dusk 122nd year of Ascendancy at 00:28 Killed by Vorusetta the poison ivy at level 18 on the 55th Dusk 122nd year of Ascendancy at 01:45 Killed by Ce'Nynn the wolf at level 18 on the 55th Dusk 122nd year of Ascendancy at 05:33 Killed by Nerutta the thief at level 19 on the 68th Dusk 122nd year of Ascendancy at 23:44 Killed by Nerutta the thief at level 19 on the 69th Dusk 122nd year of Ascendancy at 02:12 Killed by Nerutta the thief at level 19 on the 69th Dusk 122nd year of Ascendancy at 04:32 Killed by Porurin the giant acid ant at level 19 on the 1st Haze 122nd year of Ascendancy at 18:11 Killed by Porythra the lesser vampire at level 20 on the 2nd Haze 122nd year of Ascendancy at 01:57 Killed by fiery orc wyrmic at level 20 on the 2nd Haze 122nd year of Ascendancy at 09:42 Killed by Glasevea the giant black ant at level 20 on the 3rd Haze 122nd year of Ascendancy at 07:45 Killed by Glasevea the giant black ant at level 20 on the 3rd Haze 122nd year of Ascendancy at 09:50 Killed by Mayena the stone troll at level 20 on the 3rd Haze 122nd year of Ascendancy at 12:34 Killed by Arybrewyn the orc summoner at level 20 on the 3rd Haze 122nd year of Ascendancy at 19:12 Killed by ritch flamespitter at level 20 on the 3rd Haze 122nd year of Ascendancy at 22:48 Killed by minotaur at level 20 on the 4th Haze 122nd year of Ascendancy at 02:40 Killed by Arybrewyn the orc summoner at level 20 on the 4th Haze 122nd year of Ascendancy at 03:56 Killed by Zubawen the dire wolf at level 20 on the 4th Haze 122nd year of Ascendancy at 14:45 Killed by Belukira the cold drake at level 20 on the 4th Haze 122nd year of Ascendancy at 15:50 Killed by grave wight at level 21 on the 6th Haze 122nd year of Ascendancy at 06:28 Killed by Velimirin the black bear at level 21 on the 6th Haze 122nd year of Ascendancy at 18:58 Killed by Velimirin the black bear at level 21 on the 6th Haze 122nd year of Ascendancy at 21:57 Killed by Velimirin the black bear at level 21 on the 6th Haze 122nd year of Ascendancy at 23:30 Killed by fire drake at level 21 on the 7th Haze 122nd year of Ascendancy at 03:12 Killed by Cyroleta the giant fire ant at level 21 on the 7th Haze 122nd year of Ascendancy at 09:15 Killed by Beluma the orc fighter at level 21 on the 7th Haze 122nd year of Ascendancy at 12:14 Killed by Beluma the orc fighter at level 21 on the 7th Haze 122nd year of Ascendancy at 13:55 Killed by Beluma the orc fighter at level 21 on the 7th Haze 122nd year of Ascendancy at 16:06 Killed by Beluma the orc fighter at level 21 on the 7th Haze 122nd year of Ascendancy at 17:57 Killed by slimy ooze at level 21 on the 7th Haze 122nd year of Ascendancy at 21:03 Killed by Balocsto the dúathedlen at level 22 on the 8th Haze 122nd year of Ascendancy at 09:24 Killed by Xeromilaith the crimson ooze at level 22 on the 8th Haze 122nd year of Ascendancy at 11:34 Killed by storm wyrm at level 22 on the 9th Haze 122nd year of Ascendancy at 20:37 Killed by war hound at level 23 on the 20th Haze 122nd year of Ascendancy at 13:27 Killed by elven cultist at level 24 on the 45th Haze 122nd year of Ascendancy at 04:18 Killed by Yvissra the elven mage at level 24 on the 45th Haze 122nd year of Ascendancy at 06:43 Killed by Yvissra the elven mage at level 24 on the 45th Haze 122nd year of Ascendancy at 07:55 Killed by Porymira the elven mage at level 24 on the 45th Haze 122nd year of Ascendancy at 08:25 Killed by Bethetira the mean looking elven guard at level 24 on the 45th Haze 122nd year of Ascendancy at 09:14 Killed by giant spider at level 25 on the 46th Haze 122nd year of Ascendancy at 13:14 Killed by elven cultist at level 25 on the 46th Haze 122nd year of Ascendancy at 14:43 Killed by Glyradhethra the elven cultist at level 25 on the 46th Haze 122nd year of Ascendancy at 16:42 Killed by elven cultist at level 25 on the 46th Haze 122nd year of Ascendancy at 22:18 Killed by Vorawyn the elven warrior at level 25 on the 47th Haze 122nd year of Ascendancy at 03:12 Killed by elven cultist at level 25 on the 47th Haze 122nd year of Ascendancy at 05:37 Killed by Eilinyrada the elven warrior at level 25 on the 47th Haze 122nd year of Ascendancy at 08:07 Killed by elven cultist at level 25 on the 47th Haze 122nd year of Ascendancy at 09:37 Killed by Eilinivea the elven blood mage at level 25 on the 47th Haze 122nd year of Ascendancy at 12:20 Killed by Eilinivea the elven blood mage at level 25 on the 47th Haze 122nd year of Ascendancy at 13:45 Killed by Eilinivea the elven blood mage at level 25 on the 47th Haze 122nd year of Ascendancy at 15:05 Killed by Ivedhedhewyn the elven blood mage at level 25 on the 48th Haze 122nd year of Ascendancy at 01:02 Killed by Beteritta the elven tempest at level 25 on the 48th Haze 122nd year of Ascendancy at 03:49 Killed by Beteritta the elven tempest at level 25 on the 48th Haze 122nd year of Ascendancy at 07:29 Killed by Neroravea the mean looking elven guard at level 25 on the 48th Haze 122nd year of Ascendancy at 15:01 Killed by Ce'Nuwen the mean looking elven guard at level 25 on the 48th Haze 122nd year of Ascendancy at 16:24 Killed by Neroravea the mean looking elven guard at level 25 on the 48th Haze 122nd year of Ascendancy at 17:16 Killed by Beluna the elven blood mage at level 25 on the 48th Haze 122nd year of Ascendancy at 20:47 Killed by Porogana the elven guard at level 25 on the 48th Haze 122nd year of Ascendancy at 21:57 Killed by Porogana the elven guard at level 25 on the 48th Haze 122nd year of Ascendancy at 22:26 Killed by Xerama the elven blood mage at level 26 on the 49th Haze 122nd year of Ascendancy at 13:15 Killed by Bethyledhessra the mean looking elven guard at level 26 on the 50th Haze 122nd year of Ascendancy at 12:11 Killed by war hound at level 26 on the 51st Haze 122nd year of Ascendancy at 11:02 Killed by war hound at level 27 on the 51st Haze 122nd year of Ascendancy at 12:24 Killed by Bethena the lesser vampire at level 28 on the 59th Haze 122nd year of Ascendancy at 01:37 Killed by Ivynne the ultimate telugoroth at level 29 on the 60th Haze 122nd year of Ascendancy at 21:38 Killed by Xerira the ghoul at level 30 on the 2nd Decay 122nd year of Ascendancy at 05:30 Killed by Xerira the ghoul at level 30 on the 2nd Decay 122nd year of Ascendancy at 06:54 Killed by Silekira the corrupted dendritic hemospinner at level 31 on the 6th Decay 122nd year of Ascendancy at 07:56 Killed by Emenne the corrupted dendritic hemospinner at level 31 on the 6th Decay 122nd year of Ascendancy at 16:18 Killed by Emenne the corrupted dendritic hemospinner at level 31 on the 6th Decay 122nd year of Ascendancy at 18:05 Killed by Emenne the corrupted dendritic hemospinner at level 31 on the 6th Decay 122nd year of Ascendancy at 19:47 Killed by Emenne the corrupted dendritic hemospinner at level 31 on the 6th Decay 122nd year of Ascendancy at 20:53 Killed by Bethiba the corrupted dendritic hemospinner at level 31 on the 7th Decay 122nd year of Ascendancy at 08:43 Killed by Xylebeth the fire drake hatchling at level 33 on the 76th Regrowth 123rd year of Ascendancy at 21:06 Killed by Cyretira the fire wyrm at level 33 on the 76th Regrowth 123rd year of Ascendancy at 22:55 Killed by Cyretira the fire wyrm at level 33 on the 77th Regrowth 123rd year of Ascendancy at 00:16 Killed by Betenne the elder vampire at level 33 on the 12nd Pyre 123rd year of Ascendancy at 15:33 Killed by Betenne the elder vampire at level 33 on the 12nd Pyre 123rd year of Ascendancy at 17:09 Killed by Betenne the elder vampire at level 33 on the 12nd Pyre 123rd year of Ascendancy at 19:05 Killed by Yvywen the copperhead snake at level 34 on the 34th Pyre 123rd year of Ascendancy at 06:48 Killed by Yvywen the copperhead snake at level 34 on the 34th Pyre 123rd year of Ascendancy at 09:08 Killed by Yvywen the copperhead snake at level 34 on the 34th Pyre 123rd year of Ascendancy at 12:47 Killed by Yvywen the copperhead snake at level 34 on the 34th Pyre 123rd year of Ascendancy at 13:54 Killed by Xidama the warg at level 34 on the 34th Pyre 123rd year of Ascendancy at 15:38 Killed by Yvywen the copperhead snake at level 34 on the 34th Pyre 123rd year of Ascendancy at 18:17 Killed by skeleton warrior at level 36 on the 43rd Pyre 123rd year of Ascendancy at 13:47 Killed by Glorelle the luminous horror at level 36 on the 74th Pyre 123rd year of Ascendancy at 15:50 Killed by Gerena the grave wight at level 38 on the 8th Mirth 123rd year of Ascendancy at 13:34 |
Primary Stats
Strength | 143 (base 60) |
Dexterity | 20 (base 10) |
Constitution | 56 (base 39) |
Magic | 90 (base 60) |
Willpower | 11 (base 10) |
Cunning | 43 (base 39) |
Resources
Life | 1503/1521 |
Positive | 0/153 |
Steam | 100/100 |
Insanity | 97/100 |
Healing Factor | 1.5453097345133 |
Regeneration | 7.3402212389382 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 7 |
See Stealth | 34.066476116202 |
See Invisible | 34.066476116202 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 250 |
Accuracy | 52 |
Crit Chance | 49% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 15% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Blight | +22% |
Arcane | +24% |
Cold | +24% |
All | +18% |
Lightning | +37% |
Light | +24% |
Temporal | +31% |
Physical | +35% |
Darkness | +45% |
Fire | +33% |
Mind | +27% |
Offense: Damage Penetration
Mind | +40% |
Lightning | +20% |
Darkness | +44% |
Temporal | +32% |
Blight | +25% |
Acid | +35% |
Fire | +35% |
All | +15% |
Defense: Base
Armour (hardiness) | 62.551211628464 (89.117647058824%) |
Defense | 32 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 58 |
Mental Save | 42 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 47%( 70%) |
Cold | + 54%( 70%) |
All | + 41%( 70%) |
Mind | + 52%( 70%) |
Lightning | + 56%( 70%) |
Light | + 52%( 70%) |
Temporal | + 59%( 70%) |
Physical | + 45%( 70%) |
Darkness | + 59%( 70%) |
Fire | + 70%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 69% |
Confusion Resistance | 10% |
Disarm Resistance | 100% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 or mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 459 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.50 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Friend of the worm | 1.50 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.50 |
| 2/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortress |
beneficial effect | 6 stacks, +18% to all damage dealt. Chaos Orbs |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Linked to their horror ally gaining 26% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Vorusetta the poison ivy. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Isebrenor the patchwork troll. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by snow giant thunderer. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara) | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by lesser vampire. Escort: temporal explorer (level 8 of Dreadfell) | failed |
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 Wrathroot. * 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 84. | 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. | 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 precision. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 length of troll intestine. * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within13 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 mind Changes stats: +5 Mag Changes resistances: +18% temporal / +30% darkness / +9% mind Changes resistances penetration: +25% mind / +17% temporal / +19% darkness / +5% fire Changes damage: +3% mind Spell save: +5 (+2 eff.) Lowers spell cool-downs by: 10% Defense after a teleport: +22 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes resistances: +12% light / +12% acid Changes resistances penetration: +5% lightning / +20% acid / +15% all Changes damage: +11% darkness / +6% lightning Damage affinity(heal): +5% darkness Light radius: +9 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 208.85 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Defense: +10 (+5 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +6 Mag Changes resistances: +30% acid / +22% cold / +22% fire / +5% arcane / +22% lightning Changes resistances penetration: +10% darkness Changes damage: +12% darkness Spell save: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Str / +2 Wil / -2 Cun Changes resistances: +13% temporal Changes damage: +6% arcane / +13% temporal Grants telepathy: Dragon Physical save: +10 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +9 (+3 eff.) Stun/Freeze immunity: +36% Life regen: +1.60 Infravision radius: +3 Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Physical crit. chance: +24.0% Defense: +16 (+8 eff.) Changes resistances: +9% mind / +3% nature Changes resistances penetration: +10% blight Critical mult.: +23.00% Physical save: +9 (+2 eff.) Disarm immunity: +43% Stun/Freeze immunity: +10% Massive two-handed mauls. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+5 eff.) Armour: +11 Damage (Melee): 6 physical Effects when hit in melee: * 34% chance to disease * 28% chance to inflict 15% damage reduction Changes stats: +4 Str / +8 Dex / +4 Cun Changes resistances: +12% acid / +9% fire / +5% arcane Changes damage: +6% mind / +7% physical Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Iron Grip Physical save: +9 (+2 eff.) Disarm immunity: +100% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +7 (+4 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 16 acid / 12 fire Damage when hit (Melee): 12 acid / 10 fire / 4 light Changes stats: +6 Str / +4 Con Changes resistances: +19% acid / +19% fire / +6% light / +3% lightning Changes damage: +6% light / +6% lightning Maximum life: +36.00 A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Defense: +3 (+2 eff.) Damage when hit (Melee): 16 fire Changes stats: +5 Str / +5 Con Changes resistances: +19% blight / +6% fire / +18% nature Changes resistances penetration: +15% fire Changes damage: +9% fire Critical mult.: +30.00% Stealth bonus: +14 Physical save: +12 (+3 eff.) Life regen: +2.90 Maximum life: +69.00 Healing mod.: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +9 Mag Changes damage: +7% acid / +6% fire / +6% cold / +7% lightning Physical save: +17 (+4 eff.) Spell save: +17 (+5 eff.) Mental save: +14 (+5 eff.) Blindness immunity: +15% Only die when reaching: -40.00 life Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Inventory
![]() 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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 170% efficiency and cooldown mod of 89%. 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.. |
![]() 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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 76%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -322 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 12 turns. While Heroism is active, you will only die when reaching -363 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 11 turns. While Heroism is active, you will only die when reaching -881 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 8 turns. While Heroism is active, you will only die when reaching -1204 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 554% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 685 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 254.14 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() schematic: Silver Filigree Requires: - 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: Steamgun Requires: - 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. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +3 Con Changes resistances: +11% cold / +10% mind / +10% fire Changes resistances penetration: +10% blight Changes damage: +6% blight Physical save: +9 (+2 eff.) Confusion immunity: +20% Life regen: +0.90 Maximum life: +32.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 15% chance to blind Damage when hit (Melee): 8 nature Changes resistances: +3% nature / +12% light / +12% mind Confusion immunity: +22% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Demented / Tentacles Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Dex / +3 Wil / +4 Cun / +4 Con Changes resistances: +3% lightning / +15% temporal Pinning immunity: +21% Knockback immunity: +24% Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes damage: +15% mind Blindness immunity: +21% Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Infravision radius: +3 See stealth: +6 See invisible: +7 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 12 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 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? |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 12 darkness Changes stats: +7 Dex / +7 Wil / +13 Cun Changes resistances: +6% darkness Changes resistances penetration: +20% darkness Changes damage: +6% arcane Life regen: +1.50 Maximum life: +48.00 Mindpower: +14 (+6 eff.) Healing mod.: +23% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Silence immunity: +21% Mana each turn: +0.12 Rings can have magical properties. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +28 insidious poison When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +9 (+5 eff.) Changes resistances penetration: +10% blight Changes damage: +9% mind / +3% arcane Disarm immunity: +29% Mana when firing critical spell: +2.00 Massive two-handed mauls. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() warden's dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Ammo reloads per turn: +3 Changes stats: +6 Mag Changes resistances penetration: +11% temporal / +20% physical Changes damage: +8% temporal / +20% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() Pitchire (21-29.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 1) on hit: +16 blight Burst (radius 2) on crit: +16 darkness When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness Critical mult.: +16.00% Sharp, long, and deadly. |
![]() chilling voratun longsword of crippling (42-58.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +22 cold When wielded/worn: Physical crit. chance: +9.0% Sharp, long, and deadly. |
![]() insidious steel longsword of erosion (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +25 insidious poison / +7 temporal / +8 nature Sharp, long, and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +14% mind / +12% darkness Changes damage: +6% blight / +19% mind / +25% darkness Mental save: +15 (+5 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +25.00 Maximum vim: +10.00 Spell crit. chance: +2% Mindpower: +17 (+7 eff.) Mental crit. chance: +5% Life leech chance: +19% Life leech: +24% 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. |
![]() hardened leather sling 'Scumstreak' Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * Slows global speed by 40% When wielded/worn: Changes stats: +5 Dex / +2 Mag / +2 Wil / +3 Con Changes resistances: +13% acid / +11% fire / +13% lightning / +12% cold Changes damage: +21% nature Spell save: +11 (+3 eff.) Infravision radius: +2 Slings are used to hurl stones or metal shots at your foes. |
![]() Mayithra the Radiancepiety (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 lightning Burst (radius 2) on crit: +28 light When wielded/worn: Changes stats: +6 Con Changes resistances: +9% light / +3% blight Changes damage: +20% darkness Talent granted: +1 Command Staff Life regen: +1.30 Spellpower: +17 (+5 eff.) Spell crit. chance: +3% Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. |
![]() Porurenor the yew vilestaff (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con / +3 Wil Changes damage: +20% blight Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +17 (+5 eff.) Spell crit. chance: +3% Light radius: +3 Infravision radius: +3 See invisible: +24 It can be used to conjure elemental energy in a radius 6 cone, dealing 66.36 to 79.63 blight damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+6 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+6 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+6 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() bloodlich's yew starstaff (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Cun / +6 Con Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +19.00% Vim when firing critical spell: +3.00 Maximum vim: +23.00 Maximum neg.energy: +25.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +17.0% Physical power: +12 (+2 eff.) Changes stats: +6 Con Changes resistances: +3% nature / +3% lightning Changes resistances penetration: +15% mind Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Mental save: +10 (+4 eff.) Life regen: +1.10 Psi when hit: +0.08 Spellpower: +32 (+9 eff.) Spell crit. chance: +9% Mindpower: +2 (+1 eff.) Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood magestaff of might (31-37.2 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% fire Talent granted: +1 Command Staff Spellpower: +14 (+4 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() Mardorin (20.5-28.7 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +14 darkness / +32 physical Damage against: +14% Living When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +3 Physical power: +10 (+2 eff.) Changes damage: +9% arcane Critical mult.: +9.00% Maximum life: +40.00 One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +4 Cun Changes resistances: +9% blight / +9% fire Maximum life: +33.00 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +10 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +3% fire Life regen: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of Iron Throne (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() focusing silk robe of Angolwen (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +11 Mag / +11 Wil Silence immunity: +22% Mana each turn: +0.27 Psi each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 42% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% acid / +3% temporal / +6% cold / +6% fire / +3% nature / +5% arcane Changes resistances penetration: +15% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +7 Fatigue: +3% Changes stats: +4 Mag / +3 Wil / +1 Cun / +4 Con Changes resistances penetration: +7% physical Grants telepathy: Demon/Minor Demon/Major Mindpower: +5 (+2 eff.) Infravision radius: +4 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +5% fire / +5% cold A pair of boots made of leather. |
![]() miner's pair of hardened leather boots of uncanny dodging (7 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +7 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Infravision radius: +2 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 9 acid Changes resistances: +7% acid Changes resistances penetration: +15% lightning Changes damage: +3% acid / +12% nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Damage when hit (Melee): 4 mind Changes stats: +3 Str Changes resistances: +3% blight Changes damage: +3% blight Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.51 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 8 lightning / 8 physical / 8 acid Changes resistances: +7% lightning / +3% nature / +8% acid Changes resistances penetration: +5% arcane Changes damage: +3% lightning / +6% physical / +6% acid Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Manoroddagas the drakeskin leather gloves (0 def, 8 armour) Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +7 Physical power: +11 (+2 eff.) Armour: +8 Changes stats: +3 Cun Changes resistances: +10% blight Changes damage: +6% physical Physical save: +28 (+7 eff.) Spell save: +19 (+5 eff.) Mental save: +25 (+9 eff.) Disarm immunity: +42% Maximum life: +75.00 Maximum hate: +2.00 Mental crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Zanulin the dwarven-steel gauntlets (9 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +12% light / +6% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) Disease immunity: +25% Pinning immunity: +30% Spell crit. chance: +3% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 fire Changes resistances: +5% fire Changes damage: +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Dex Changes resistances: +5% cold Changes damage: +3% cold Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +2 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +1 Con Changes resistances: +6% lightning / +5% temporal Changes damage: +3% mind A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel mail armour 'Galeclamor' (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 mind / 12 lightning Changes resistances: +15% lightning Changes damage: +6% mind Life regen: +5.00 Stamina each turn: +1.10 A suit of armour made of mail. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Arobrelle (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 mind Changes resistances: +33% lightning / +16% physical / +9% cold / +13% fire / +11% acid Mental save: +12 (+4 eff.) Psi when hit: +0.08 Maximum life: +20.00 Mindpower: +10 (+4 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+4 eff.) This light leather armour features a special medical injector. |
![]() drakeskin leather armour of resilience (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Maximum life: +42.00 A suit of armour made of leather. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +21 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Con Changes resistances: +6% acid / +24% cold Allows you to breathe in: water Maximum stamina: +5.00 A suit of armour made of metal plates. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() gloomy voratun shield of reflection (12 def, 3 armour, 187 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Effects on melee hit: * 10% chance to cause random gloom Effects when hit in melee: * 18% chance to cause random gloom Changes resistances: +14% light / +12% darkness Talent granted: +5 Block Handheld deflection devices. |
![]() reinforced steel shield of acid resistance (+21%) (6 def, 8 armour, 78.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +21% acid Talent granted: +2 Block Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Armour Hardiness: +9% Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Changes stats: +4 Cun / +2 Con Changes resistances: +29% lightning / +16% physical Talent granted: +5 Block Critical mult.: +15.00% Maximum life: +94.00 Spell crit. chance: +3% Handheld deflection devices. |
![]() quiver of dragonbone arrows of accuracy (22/22, 52-72.8 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +27 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +2 Changes stats: +7 Str Changes resistances: +11% nature Changes damage: +6% nature Physical save: +3 (+1 eff.) Maximum stamina: +10.00 Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 temporal Changes stats: +2 Str / +2 Mag Changes resistances: +6% blight Changes resistances penetration: +5% temporal Maximum mana: +29.00 Spell crit. chance: +4% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Changes stats: +2 Str Disease immunity: +15% 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 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 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. It was changed by the digestive sack. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Changes resistances: +6% cold / +5% arcane / +7% temporal Changes damage: +6% lightning Mental save: +5 (+2 eff.) Confusion immunity: +25% Light radius: +6 See stealth: +13 See invisible: +13 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (52 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% fire Changes resistances penetration: +20% fire Changes damage: +15% acid 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 189.99 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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), costing 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 19] amazing frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (19% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() Powered 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, costing 30 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Atalmen the Ogre Writhing One level 38
1st Summertide 123rd year of Ascendancy at 12:45 see stats
By Atalmen the Ogre Writhing One level 37
75th Pyre 123rd year of Ascendancy at 19:13 see stats
By Atalmen the Ogre Writhing One level 38
9th Mirth 123rd year of Ascendancy at 17:08 see stats
By Atalmen the Ogre Writhing One level 32
4th Regrowth 123rd year of Ascendancy at 18:51 see stats
By Atalmen the Ogre Writhing One level 13
15th Dusk 122nd year of Ascendancy at 02:25 see stats
By Atalmen the Ogre Writhing One level 39
20th Dusk 123rd year of Ascendancy at 03:06 see stats
By Atalmen the Ogre Writhing One level 32
1st Regrowth 123rd year of Ascendancy at 22:46 see stats
By Atalmen the Ogre Writhing One level 20
4th Haze 122nd year of Ascendancy at 06:17 see stats
By Atalmen the Ogre Writhing One level 30
2nd Decay 122nd year of Ascendancy at 19:49 see stats
By Atalmen the Ogre Writhing One level 37
75th Pyre 123rd year of Ascendancy at 18:43 see stats
By Atalmen the Ogre Writhing One level 31
7th Decay 122nd year of Ascendancy at 19:11 see stats
By Atalmen the Ogre Writhing One level 10
6th Flare 122nd year of Ascendancy at 20:18 see stats
By Atalmen the Ogre Writhing One level 20
1st Haze 122nd year of Ascendancy at 20:54 see stats
By Atalmen the Ogre Writhing One level 30
63rd Haze 122nd year of Ascendancy at 01:31 see stats
By Atalmen the Ogre Writhing One level 40
21st Dusk 123rd year of Ascendancy at 00:34 see stats
By Atalmen the Ogre Writhing One level 19
79th Dusk 122nd year of Ascendancy at 14:49 see stats
By Atalmen the Ogre Writhing One level 35
42nd Pyre 123rd year of Ascendancy at 15:33 see stats
By Atalmen the Ogre Writhing One level 24
32nd Haze 122nd year of Ascendancy at 03:49 see stats
By Atalmen the Ogre Writhing One level 24
45th Haze 122nd year of Ascendancy at 09:14 see stats
By Atalmen the Ogre Writhing One level 37
75th Pyre 123rd year of Ascendancy at 19:13 see stats
By Atalmen the Ogre Writhing One level 16
45th Dusk 122nd year of Ascendancy at 07:35 see stats
By Atalmen the Ogre Writhing One level 9
4th Flare 122nd year of Ascendancy at 22:34 see stats
By Atalmen the Ogre Writhing One level 37
75th Pyre 123rd year of Ascendancy at 19:13 see stats
By Atalmen the Ogre Writhing One level 30
2nd Decay 122nd year of Ascendancy at 05:19 see stats
By Atalmen the Ogre Writhing One level 24
40th Haze 122nd year of Ascendancy at 01:49 see stats
By Atalmen the Ogre Writhing One level 33
26th Regrowth 123rd year of Ascendancy at 02:22 see stats
By Atalmen the Ogre Writhing One level 23
19th Haze 122nd year of Ascendancy at 05:36 see stats
By Atalmen the Ogre Writhing One level 15
32nd Dusk 122nd year of Ascendancy at 05:19 see stats
By Atalmen the Ogre Writhing One level 37
8th Mirth 123rd year of Ascendancy at 09:54 see stats
Log
Atalmen deactivates Chaos Orbs.
Atalmen deactivates Chant of Fortress.
Worm that walks (servant of Atalmen) deactivates Worm that Walks Link.
Worm that walks (servant of Atalmen) deactivates Infestation.
Worm that walks (servant of Atalmen) is free from the hex.
Worm that walks (servant of Atalmen) deactivates Ruin.
Worm that walks (servant of Atalmen) is free from the hex.