Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 2064% |
Size | medium |
Lifes / Deaths | Killed by orc high cryomancer at level 44 on the 44th Dusk 123rd year of Ascendancy at 18:19 6 / 1 |
Primary Stats
Strength | 32 (base 17) |
Dexterity | 102 (base 65) |
Constitution | 51 (base 20) |
Magic | 67 (base 31) |
Willpower | 75 (base 49) |
Cunning | 132 (base 63) |
Resources
Mana | 594/599 |
Equilibrium | 0 |
Life | 1071/1071 |
Steam | 100/100 |
Stamina | 409/409 |
Psi | 195/195 |
Healing Factor | 1.7340316950178 |
Regeneration | 152.22035510708 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +47% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 14 |
Infravision | 12 |
See Stealth | 86 |
See Invisible | 72 |
Offense: Mainhand
Damage | 107 |
Accuracy | 93 |
Crit Chance | 67% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 53 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +42% |
Blight | +64% |
Cold | +27% |
All | +17% |
Darkness | +32% |
Light | +33% |
Lightning | +47% |
Fire | +61% |
Nature | +88% |
Offense: Damage Penetration
Nature | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 52.986161877854 (89.940283204442%) |
Defense | 81 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 43 |
Mental Save | 57 |
Defense: Resistances
Acid | + 64%( 70%) |
Blight | + 48%( 70%) |
Cold | + 46%( 70%) |
All | + 35%( 70%) |
Darkness | + 46%( 70%) |
Light | + 40%( 70%) |
Temporal | + 54%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 93% |
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 79%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 815% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Psionic fog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Steamtech / Artillery | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Buckler Training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exoskeleton |
talent | Premonition |
talent | Rocket Pod |
talent | Beyond the Flesh |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 74.5 and stamina regeneration by 17.2. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 50%. Shadowstrike |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by Iviwen the copperhead snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 1105. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | The Long-Arm The Long-Arm4.0 Encumbrance T5 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
Quiver | barbed pouch of voratun shots of amnesia (23/23, 68-81 power, 6 apr) barbed pouch of voratun shots of amnesia (23/23, 68-81 power, 6 apr) 3.0 Encumbrance T5 shot ammo [Ego++] Master/Psionic Weapon Damage 68.0 - 81.6 Physical Uses 125% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +19.0% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Critical: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Voltaic Shell Shots are used with slings to pummel your foes to death. |
On hands | Noonstrider the drakeskin leather gloves (0 def, 3 armour) Noonstrider the drakeskin leather gloves (0 def, 3 armour) 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +6 Dex +3 Cun +11 Con offense ------ Accuracy +25 (+5 eff.) defense ------ Armor +3 Resistance +9% light +24% fire Disarm Resist +100% other ------- Light +3 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ethereal alchemist's lamp of clarity ethereal alchemist's lamp of clarity 0.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Mag offense ------ Spellpower +7 (+3 eff.) Damage +16% light defense ------ Mind save +8 (+3 eff.) other ------- Light +10 See Stealth +21 See Invisibility +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +12 Sight +4 See Stealth +25 See Invisibility +25 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry Blind-Fight: No penalty when attacking invisible/stealthed No self respecting craftsman would be caught without them! |
On feet | Hudorab (0 def, 5 armour) Hudorab (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +5 Resistance +27% acid +12% fire +15% darkness Physical save +15 (+8 eff.) Mind save +21 (+6 eff.) Healmod +20% Cut Resist +23% Pinning Resist +25% Stun Resist +23% Knockbk Resist +25% Teleport Resist +100% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max psi +30.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.5 Power cost 25 out of 25/25. Range 8 Cooldown: 23 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | Tree of Life Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | psionicist's stralite ring of warding psionicist's stralite ring of warding0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Wil defense ------ Resistance +18% acid +20% fire +17% lightning +18% cold Mind save +10 (+3 eff.) Rings make your fingers look great! |
On fingers | Taintstake Taintstake0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% fire +6% nature +15% darkness Ignore resists +25% nature defense ------ Resistance +3% darkness Life Regen +3.00 Stun Resist +26% Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 Encumbrance T4 amulet jewelry [Unique] While equipped: Stats +8 Dex +5 Mag +8 Cun +5 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Move Speed +15% Damage +30% lightning +10% fire +10% cold +10% all defense ------ Damage Avoidance +8% Affinity +20% lightning other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Amulets make your neck look great! |
In main hand | Thoughtcaster Thoughtcaster 4.0 Encumbrance T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +21 Critical Rate +16.0% Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 71.37 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+3 eff.) Mindpower +15 (+4 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Around waist | Lightning Catcher Lightning Catcher |
In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 107% Wil, 20% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+4 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+7 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Resistance +30% lightning Poison Resist +50% Stun Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Main armor | Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+5 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% Carrion Feet: Effective talent level: 4.5 Power cost 15 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 36%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
medical injector implant of the warrior (efficiency 111% / cooldown 74%) medical injector implant of the warrior (efficiency 111% / cooldown 74%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 74%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the wizard (heal 396; 13 cd) regeneration infusion of the wizard (heal 396; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 396 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 567; 17 cd) regeneration infusion of the wizard (heal 567; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 567 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 29%; physical; dur 4; cd 14) wild infusion of the wizard (res 29%; physical; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (450.00 temporal damage, removed from time 4 turns) Rune of the Rift (450.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 526.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 558; dur 4; cd 14) shielding rune of the sneak (absorb 558; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 558 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell 2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin 2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
insulating copper amulet of constitution (+2) insulating copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 22/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Eilinivena the Blastpain Eilinivena the Blastpain0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% cold defense ------ Defense +10 (+2 eff.) Resistance +3% lightning +20% cold Unlife -20.00 life Rings make your fingers look great! |
Glory of the Pride Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+4 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+18 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Lisilaith Lisilaith0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Mag +3 Wil offense ------ Damage +12% lightning defense ------ Resistance +24% lightning +5% arcane +3% darkness Physical save +6 (+3 eff.) Spell save +9 (+3 eff.) Mind save +10 (+3 eff.) Life +20.00 Disarm Resist +30% Pinning Resist +22% Knockbk Resist +32% other ------- Infravision +3 Rings make your fingers look great! |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gold ring 'Polywyn' gold ring 'Polywyn'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str +2 Dex +6 Wil offense ------ Damage +24% acid Ignore resists +15% acid defense ------ Resistance +10% nature +9% blight Poison Resist +15% Disease Resist +17% other ------- Light +3 See Invisibility +6 Rings make your fingers look great! |
gold ring 'Poxpower' gold ring 'Poxpower'0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) Damage +15% arcane +30% nature Ignore resists +10% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +15% arcane Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max vim +20.00 Rings make your fingers look great! |
acidic voratun battleaxe of paradox (56-84 power, 4 apr) acidic voratun battleaxe of paradox (56-84 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego] Arcane Weapon Damage 56.5 - 84.8 Physical Uses 129% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +24 temporal On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 While equipped: defense ------ Resistance +28% temporal Massive two-handed battleaxes. |
elemental voratun battleaxe of shearing (57-86 power, 4 apr) elemental voratun battleaxe of shearing (57-86 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Arcane/Master Weapon Damage 57.5 - 86.2 Physical Uses 129% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 90 fire damage (1/turn) While equipped: offense ------ Damage +21% fire Ignore resists +30% fire +16% all Accuracy +34 (+7 eff.) Ignore Armor +20 Massive two-handed battleaxes. |
acidic voratun dagger of crippling (37-48 power, 9 apr) acidic voratun dagger of crippling (37-48 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 37.0 - 48.1 Physical Uses 53% Wil, 53% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 While equipped: offense ------ Physical Crit +13.0% Sharp, short and deadly. |
hateful voratun dagger of massacre (52-68 power, 9 apr) hateful voratun dagger of massacre (52-68 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 52.5 - 68.2 Physical Uses 53% Wil, 53% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 darkness Damage Against +18% Living Sharp, short and deadly. |
voratun dagger 'Starviper' (38-50 power, 9 apr) voratun dagger 'Starviper' (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Rare] Psionic Weapon Damage 38.5 - 50.1 Physical Uses 53% Wil, 53% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +24 arcane On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Damage +30% arcane Ignore resists +30% light When Hit 12 acid defense ------ Confus Resist +24% other ------- Light +3 Sharp, short and deadly. |
caustic voratun longsword of erosion (43-60 power, 6 apr) caustic voratun longsword of erosion (43-60 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature Weapon Damage 43.5 - 60.9 Physical Uses 107% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +15 nature On-crit, radius 2 +34 acid +27 nature While equipped: offense ------ Ignore resists +25% acid +21% nature Ignore Armor +13 Sharp, long, and deadly. |
plaguebringer's voratun longsword of shearing (43-60 power, 6 apr) plaguebringer's voratun longsword of shearing (43-60 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Arcane/Master Weapon Damage 43.0 - 60.2 Physical Uses 107% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +17 blight On Hit: 20% Epidemic level 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 26 While equipped: offense ------ Ignore resists +14% all Accuracy +21 (+4 eff.) Ignore Armor +15 defense ------ Disease Resist +30% Sharp, long, and deadly. |
quick voratun longsword of amnesia (41-58 power, 6 apr) quick voratun longsword of amnesia (41-58 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Master/Psionic Weapon Damage 41.5 - 58.1 Physical Uses 107% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +21 (+4 eff.) Sharp, long, and deadly. |
stormbringer's voratun longsword of ruin (45-62 power, 6 apr) stormbringer's voratun longsword of ruin (45-62 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 45.0 - 63.0 Physical Uses 107% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +29 lightning +40 cold While equipped: offense ------ Physical Crit +14.0% Critical power +19.00% Move Speed +46% Ignore resists +25% lightning +21% cold Ignore Armor +12 Sharp, long, and deadly. |
living mindstar of life (16-18 power, 40 apr, mind damage) living mindstar of life (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) defense ------ Life +50.00 Life Regen +1.90 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
drakeskin leather sling of piercing drakeskin leather sling of piercing4.0 Encumbrance T5 sling 1H weapon [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Ignore resists +11% all Accuracy +25 (+5 eff.) Ignore Armor +14 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element) Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+14 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 144/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
surging dragonbone starstaff of might (30-36 power, 6 apr, physical element) surging dragonbone starstaff of might (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +18% Spellpower +15 (+5 eff.) Spellpower/crit +10 Damage +30% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced orichalcum trident of torment (52-84 power, 16 apr) balanced orichalcum trident of torment (52-84 power, 16 apr)3.0 Encumbrance T5 trident 2H weapon Reqs Str 48 [Ego+] Master/Psionic Weapon Damage 52.5 - 84.0 Physical Uses 129% Wil Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Accuracy +20 (+4 eff.) defense ------ Defense +21 (+4 eff.) Disarm Resist +64% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's voratun waraxe of massacre (54-75 power, 6 apr) plaguebringer's voratun waraxe of massacre (54-75 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 54.0 - 75.6 Physical Uses 107% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +18 blight On Hit: 20% Epidemic level 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 26 While equipped: defense ------ Disease Resist +35% One-handed war axes. |
voratun waraxe of shearing (39-55 power, 6 apr) voratun waraxe of shearing (39-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 39.5 - 55.3 Physical Uses 107% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% all Accuracy +21 (+4 eff.) Ignore Armor +12 One-handed war axes. |
Emblem of Evasion Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck offense ------ Damage +0% acid +0% fire +0% nature +0% blight defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 59 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
ancient elven-silk robe of power (0 def, 0 armour) ancient elven-silk robe of power (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +20 (+7 eff.) Damage +27% physical +30% temporal +18% all Ignore resists +14% temporal +13% physical defense ------ Resistance +15% all Anomaly Control +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of voratun boots of disengagement (0 def, 5 armour) blood-soaked pair of voratun boots of disengagement (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +4 Cun +4 Dex offense ------ Physical Crit +6.0% Physical Power +6 (+2 eff.) Ignore Armor +13 defense ------ Armor +5 Fatigue +4% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.5 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 156% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +12% darkness +12% temporal defense ------ Armor +4 Fatigue +3% Resistance +17% darkness +17% temporal Silence Resist +28% Confus Resist +26% Stun Resist +28% Out-of-Phase Defense +11 Out-of-Phase Resistance +13% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour) wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Cun +5 Con offense ------ Move Speed +25% defense ------ Armor +5 Physical save +19 (+9 eff.) Mind save +25 (+7 eff.) A pair of boots made of leather. |
bladed voratun helm of dexterity (+10) (0 def, 5 armour) bladed voratun helm of dexterity (+10) (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +10 Str +7 Dex defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 137.6 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's drakeskin leather hat of dexterity (+9) (8 def, 14 armour) defender's drakeskin leather hat of dexterity (+9) (8 def, 14 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +9 Dex defense ------ Armor +14 Defense +8 (+2 eff.) Fatigue +5% Resistance +6% all Physical save +14 (+7 eff.) A hat made of leather. Very stylish. |
defender's voratun helm of knowledge (7 def, 12 armour) defender's voratun helm of knowledge (7 def, 12 armour)3.0 Encumbrance T5 head armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Armor +12 Defense +7 (+1 eff.) Fatigue +5% Resistance +7% all Physical save +14 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren hardened leather hat of the depths (0 def, 3 armour) =Water= thaloren hardened leather hat of the depths (0 def, 3 armour) =Water=2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Wil defense ------ Armor +3 Fatigue +3% Resistance +19% blight +12% cold Mind save +7 (+3 eff.) other ------- Breathe water A hat made of leather. Very stylish. It was hardened by the digestive sack. |
cleansing drakeskin leather armour of clarity (20 def, 8 armour) cleansing drakeskin leather armour of clarity (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego] Disrupt/Psionic While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +20% blight +10% mind +19% nature Mind save +25 (+7 eff.) A suit of armour made of leather. |
nimble drakeskin leather armour of alacrity (31 def, 8 armour) nimble drakeskin leather armour of alacrity (31 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Master While equipped: Stats +9 Dex offense ------ Move Speed +20% Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +8 Defense +31 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
impenetrable voratun plate armour of the deep (0 def, 32 armour) impenetrable voratun plate armour of the deep (0 def, 32 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Nature/Master While equipped: defense ------ Armor +32 Fatigue +22% Resistance +13% acid +11% cold other ------- Breathe water A suit of armour made of metal plates. |
prismatic voratun plate armour of cold resistance (0 def, 16 armour) prismatic voratun plate armour of cold resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego] Arcane/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +24% cold +20% light +20% darkness A suit of armour made of metal plates. |
voratun plate armour of implacability (0 def, 25 armour) voratun plate armour of implacability (0 def, 25 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Master While equipped: defense ------ Armor +25 Fatigue +12% Physical save +15 (+8 eff.) A suit of armour made of metal plates. |
barbed quiver of dragonbone arrows of daylight (21/21, 73-102 power, 18 apr) barbed quiver of dragonbone arrows of daylight (21/21, 73-102 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Arcane/Master Weapon Damage 73.5 - 102.9 Physical Uses 53% Wil, 75% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +20.0% Capacity 21 On-ranged-hit +30 light Damage Against +45% Undead On Critical: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of dragonbone arrows of annihilation (22/22, 65-91 power, 32 apr) psychokinetic quiver of dragonbone arrows of annihilation (22/22, 65-91 power, 32 apr)3.0 Encumbrance T5 arrow ammo [Ego++] Master/Psionic Weapon Damage 65.5 - 91.7 Physical Uses 53% Wil, 75% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +32 Critical Rate +18.0% Capacity 22 Projectile Speed +200% On-ranged-hit +35 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 238 physical damage Arrows are used with bows to pierce your foes to death. |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
309 alchemist agate 309 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal 14 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns) dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +6% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding Emerald Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
5 jade 5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
75 alchemist bloodstone 75 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby 9 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 879.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
great frost salve [power 30] great frost salve [power 30]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 79% cooldown modifier. Remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great healing salve [power 435] great healing salve [power 435]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 79% cooldown modifier. Heal 435 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 316] powerful pain suppressor salve [power 316]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 79% cooldown modifier. Let you fight up to -316 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Emelodabeth the Dourstreak (21/21, 53-64 power, 6 apr) Emelodabeth the Dourstreak (21/21, 53-64 power, 6 apr)3.0 Encumbrance T5 shot ammo [Rare] Nature Weapon Damage 53.5 - 64.2 Physical Uses 125% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +24 acid +24 darkness +33 cold +24 mind On-Hit, radius 1 +24 light On-crit, radius 2 +15 cold On Hit: * 24% chance to reduce damage dealt by 29% * 24% chance to reduce armor by 36% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of annihilation (20/20, 65-78 power, 13 apr) psychokinetic pouch of voratun shots of annihilation (20/20, 65-78 power, 13 apr)3.0 Encumbrance T5 shot ammo [Ego++] Master/Psionic Weapon Damage 65.0 - 78.0 Physical Uses 125% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +9.0% Capacity 20 Projectile Speed +200% On-ranged-hit +32 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 238 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
amazing air recycler amazing air recycler0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil mastercraft lightning coil0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
stralite grip stralite grip0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +90% other ------- Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating voratun crystal plating0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens well-made focus lens0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Tinkers can be attached to normal items to improve them with steam power! |
Flashpiercer [power 131] (25 cooldown) Flashpiercer [power 131] (25 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: defense ------ Armor +4 Resistance +15% cold +9% temporal +18% light +4% physical Physical save +12 (+6 eff.) Life Regen +4.00 Blind Resist +20% Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 50% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing [power 416] (15 cooldown) dragonbone totem of healing [power 416] (15 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 416 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
extending dragonbone wand of lightning storm [power 512] (15 cooldown) extending dragonbone wand of lightning storm [power 512] (15 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 150 lightning damage and will be dazed for 1 turn (752 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
11 diamond 11 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Anni the Cornac Adventurer level 30
56th Haze 122nd year of Ascendancy at 21:16 see stats
By Anni the Cornac Adventurer level 45
45th Dusk 123rd year of Ascendancy at 23:33 see stats
By Anni the Cornac Adventurer level 29
53rd Haze 122nd year of Ascendancy at 20:13 see stats
By Anni the Cornac Adventurer level 39
18th Pyre 123rd year of Ascendancy at 16:29 see stats
By Anni the Cornac Adventurer level 44
32nd Dusk 123rd year of Ascendancy at 17:46 see stats
By Anni the Cornac Adventurer level 36
15th Pyre 123rd year of Ascendancy at 19:53 see stats
By Anni the Cornac Adventurer level 41
3rd Flare 123rd year of Ascendancy at 18:01 see stats
By Anni the Cornac Adventurer level 15
15th Dusk 122nd year of Ascendancy at 10:40 see stats
By Anni the Cornac Adventurer level 50
79th Dusk 123rd year of Ascendancy at 02:02 see stats
By Anni the Cornac Adventurer level 35
11st Pyre 123rd year of Ascendancy at 12:38 see stats
By Anni the Cornac Adventurer level 39
18th Pyre 123rd year of Ascendancy at 15:42 see stats
By Anni the Cornac Adventurer level 50
75th Haze 123rd year of Ascendancy at 08:28 see stats
By Anni the Cornac Adventurer level 21
41st Dusk 122nd year of Ascendancy at 20:58 see stats
By Anni the Cornac Adventurer level 31
65th Haze 122nd year of Ascendancy at 15:58 see stats
By Anni the Cornac Adventurer level 33
78th Haze 122nd year of Ascendancy at 08:16 see stats
By Anni the Cornac Adventurer level 50
70th Haze 123rd year of Ascendancy at 23:45 see stats
By Anni the Cornac Adventurer level 50
23rd Haze 123rd year of Ascendancy at 05:03 see stats
By Anni the Cornac Adventurer level 42
14th Dusk 123rd year of Ascendancy at 04:43 see stats
By Anni the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 20:09 see stats
By Anni the Cornac Adventurer level 20
36th Dusk 122nd year of Ascendancy at 01:38 see stats
By Anni the Cornac Adventurer level 30
54th Haze 122nd year of Ascendancy at 15:49 see stats
By Anni the Cornac Adventurer level 40
39th Pyre 123rd year of Ascendancy at 18:53 see stats
By Anni the Cornac Adventurer level 50
78th Dusk 123rd year of Ascendancy at 11:01 see stats
By Anni the Cornac Adventurer level 50
70th Haze 123rd year of Ascendancy at 09:41 see stats
By Anni the Cornac Adventurer level 47
73rd Dusk 123rd year of Ascendancy at 01:01 see stats
By Anni the Cornac Adventurer level 24
10th Haze 122nd year of Ascendancy at 02:17 see stats
By Anni the Cornac Adventurer level 46
56th Dusk 123rd year of Ascendancy at 10:09 see stats
By Anni the Cornac Adventurer level 30
55th Haze 122nd year of Ascendancy at 13:42 see stats
By Anni the Cornac Adventurer level 43
30th Dusk 123rd year of Ascendancy at 10:45 see stats
By Anni the Cornac Adventurer level 34
72nd Regrowth 123rd year of Ascendancy at 12:15 see stats
By Anni the Cornac Adventurer level 36
11st Pyre 123rd year of Ascendancy at 15:20 see stats
By Anni the Cornac Adventurer level 50
75th Haze 123rd year of Ascendancy at 08:25 see stats
By Anni the Cornac Adventurer level 44
44th Dusk 123rd year of Ascendancy at 18:16 see stats
By Anni the Cornac Adventurer level 8
5th Mirth 122nd year of Ascendancy at 22:41 see stats
By Anni the Cornac Adventurer level 50
70th Haze 123rd year of Ascendancy at 04:20 see stats
By Anni the Cornac Adventurer level 50
75th Haze 123rd year of Ascendancy at 08:28 see stats
By Anni the Cornac Adventurer level 44
44th Dusk 123rd year of Ascendancy at 19:43 see stats
By Anni the Cornac Adventurer level 19
33rd Dusk 122nd year of Ascendancy at 00:59 see stats
By Anni the Cornac Adventurer level 40
50th Pyre 123rd year of Ascendancy at 17:16 see stats
By Anni the Cornac Adventurer level 25
48th Haze 122nd year of Ascendancy at 18:09 see stats
By Anni the Cornac Adventurer level 16
22nd Dusk 122nd year of Ascendancy at 17:06 see stats
By Anni the Cornac Adventurer level 28
52nd Haze 122nd year of Ascendancy at 21:12 see stats
Log
Anni picks up (9.): prismatic voratun plate armour of cold resistance (0 def, 16 armour).
High Sun Paladin Aeryn stops regenerating health quickly.
High Sun Paladin Aeryn uses Infusion: Wild.
High Sun Paladin Aeryn lessens the pain.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 604 healing.
Anni picks up ( .): psychokinetic quiver of dragonbone arrows of annihilation (22/22, 65-91 power, 32 apr).
Anni picks up (9.): impenetrable voratun plate armour of the deep (0 def, 32 armour).
Anni picks up (Y.): surging dragonbone starstaff of might (30-36 power, 6 apr, physical element).
You pickup 2.05 gold pieces.
Anni picks up ( .): barbed quiver of dragonbone arrows of daylight (21/21, 73-102 power, 18 apr).
Anni picks up (O.): acidic voratun battleaxe of paradox (56-84 power, 4 apr).
Anni picks up (6.): wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour).
Anni picks up (8.): defender's drakeskin leather hat of dexterity (+9) (8 def, 14 armour).
Anni picks up (4.): ancient elven-silk robe of power (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Anni picks up (Z.): Awakened Staff of Absorption (60-72 power, 60 apr, arcane element).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Anni deactivates Stealth.
Saving game...
Saving done.