Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Displacement Tracking 1.3.0A tweak to the Minimalist UI to visually indicate how much of your Displacement Shield has been absorbed. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.4.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Sawbutcher |
| Level / Exp | 45 / 78% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 102 (base 65) |
| Dexterity | 61 (base 27) |
| Constitution | 60 (base 43) |
| Magic | 13 (base 7) |
| Willpower | 10 (base 7) |
| Cunning | 80 (base 60) |
Resources
| Life | 1498/1498 |
| Stamina | 272/272 |
| Psi | 100/100 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +467.84684650437% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 13 |
| Lite | 6 |
| Infravision | 9 |
| See Stealth | 35 |
| See Invisible | 35 |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 53 |
| Crit Chance | 71% |
| APR | 56 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 77 |
| Accuracy | 53 |
| Crit Chance | 51% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.25 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| All | +8% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 74 (50%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 42 |
| Physical Save | 56 |
| Spell Save | 28 |
| Mental Save | 33 |
Defense: Resistances
| All | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Confusion Resistance | 75% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 31% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Pinning Resistance | 73% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 34% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.7 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 172% efficiency and cooldown mod of 72%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 210% efficiency and cooldown mod of 73%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Steamtech / Sawmaiming | 1.50 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Undead / Ghoul | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Goresplosion |
| talent | Grinding Shield |
| talent | Saw Wheels |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Norgos Lair. Escort: repented thief (level 1 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 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: 313. | 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 |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed pouch of luminous horror dust. * You've found the needed minotaur nose. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed multi-hued wyrm scale. * You've found the needed orc heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed faerlhing fang. * You've found the needed ritch stinger. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | watchleader's alchemist's lamp of the zealot watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +8 (+4 eff.) Blindness immunity: +31% Confusion immunity: +15% Light radius: +8 See stealth: +10 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 1.6 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | warlord's voratun helm (0 def, 5 armour) warlord's voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Wil / +0 Cun Changes resistances: +13% physical Physical save: +8 (+3 eff.) Mental save: +0 (+0 eff.) Silence immunity: +0% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) =Steam= Steam Powered Gauntlets (0 def, 12 armour) =Steam=Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Spring Grapple Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
| Tool | warded stralite torque of psychoportation [power 45] (17 cooldown) warded stralite torque of psychoportation [power 45] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 45), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's gold ring of warding sneakthief's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +11% acid / +14% fire / +12% lightning / +13% cold Rings can have magical properties. |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around neck | stabilizing stralite amulet of mastery (0.20 Steamtech / Sawmaiming) stabilizing stralite amulet of mastery (0.20 Steamtech / Sawmaiming)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% temporal Talent mastery: +0.20 Steamtech / Sawmaiming Pinning immunity: +23% Knockback immunity: +34% Amulets can have magical properties. |
| In main hand | slime-covered voratun steamsaw of shearing (150% power, 45 apr) slime-covered voratun steamsaw of shearing (150% power, 45 apr)Requires: - Strength 48 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +45 Physical crit. chance: +25.0% Attack speed: 100% Block value: +110 On weapon hit: * Slows global speed by 11% Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +11 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances penetration: +6% physical Changes damage: +8% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | drakeskin leather belt 'Glarearc' drakeskin leather belt 'Glarearc'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 15% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 12 light Changes stats: +4 Cun / +5 Dex Changes resistances: +9% light Mental crit. chance: +13% A belt that goes around your waist. |
| In off hand | Morningblight the voratun steamsaw (150% power, 25 apr) Morningblight the voratun steamsaw (150% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +90 On weapon hit: * 40% chance to blind * chills your foe dealing 43 damage and slowing them by one tenth of a turn Damage (Melee): +13 darkness Burst (radius 2) on crit: +8 light Damage against: +16% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +3% nature Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances: +18% lightning Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth Stun/Freeze immunity: +30% It can be used to activate talent Phase Door (costing 17 power out of 60/60) : Effective talent level: 2.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 6 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | Breath of Eyal (10 def, 20 armour) Breath of Eyal (10 def, 20 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Reduces incoming crit damage: 35.00% Spell save: +20 (+10 eff.) Mindpower: +10 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
stabilizing gold amulet of perfection (0.22 Steamtech / Blacksmith,0.22 Steamtech / Battlefield management) stabilizing gold amulet of perfection (0.22 Steamtech / Blacksmith,0.22 Steamtech / Battlefield management)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% temporal Talent masteries: +0.22 Steamtech / Blacksmith +0.22 Steamtech / Battlefield management Pinning immunity: +34% Knockback immunity: +35% Amulets can have magical properties. |
enraging stralite amulet of dexterity (+5) enraging stralite amulet of dexterity (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Dex Changes damage: +7% physical Combat speed: +10% Amulets can have magical properties. |
stralite amulet of murder stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Critical mult.: +18.00% Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+8 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 363.10 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
clarifying voratun amulet of vision clarifying voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +17% mind Blindness immunity: +33% Confusion immunity: +35% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
insulating voratun amulet of dexterity (+5) insulating voratun amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Dex Changes resistances: +10% fire / +16% cold Amulets can have magical properties. |
wanderer's voratun amulet wanderer's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +7 Cun / +7 Con Life regen: +0.90 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ulfaranarivor the Cystbender Ulfaranarivor the CystbenderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +33% nature Changes resistances penetration: +10% arcane / +5% nature Changes damage: +15% nature / +9% arcane Rings can have magical properties. |
gold ring 'Khelabar' gold ring 'Khelabar'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Cun Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +8 (+4 eff.) Confusion immunity: +37% Hate when firing a critical mind attack: +1.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Rings can have magical properties. |
gold ring of warding gold ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +11% acid / +13% fire / +14% lightning / +15% cold Rings can have magical properties. |
painweaver's gold ring of lightning (+26%) painweaver's gold ring of lightning (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +26% lightning Changes damage: +13% lightning / +5% all Spellpower: +5 (+1 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
savior's gold ring of corrosion (+24%) savior's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Physical save: +10 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +12 (+6 eff.) Rings can have magical properties. |
Baredefang the stralite ring Baredefang the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+4 eff.) Damage when hit (Melee): 12 blight Changes stats: +7 Cun / +8 Dex Changes resistances: +1% physical Blindness immunity: +41% Stun/Freeze immunity: +36% Life regen: +4.00 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +5.00 Infravision radius: +6 See stealth: +18 See invisible: +17 Rings can have magical properties. |
sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +7 Cun / +7 Dex Life regen: +1.10 Maximum life: +64.00 Healing mod.: +14% Rings can have magical properties. |
stralite ring of speed stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
marksman's voratun ring of frost (+34%) marksman's voratun ring of frost (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Changes resistances: +34% cold Changes damage: +17% cold Rings can have magical properties. |
painweaver's voratun ring of pilfering painweaver's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +12 Physical power: +11 (+3 eff.) Defense: +10 (+3 eff.) Changes damage: +6% all Spellpower: +13 (+2 eff.) Mindpower: +12 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 1.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
psionicist's voratun ring of misery =gloom= psionicist's voratun ring of misery =gloom=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +5 Cun / +5 Wil Mental save: +10 (+5 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
voratun ring of blinding strikes voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to blind Effects on ranged hit: * 28% chance to blind Rings can have magical properties. |
warrior's voratun ring of blinding strikes warrior's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 18% chance to blind Effects on ranged hit: * 18% chance to blind Changes stats: +7 Str Rings can have magical properties. |
arcing voratun longsword of rage (153% power, 6 apr) arcing voratun longsword of rage (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +5 Str Changes damage: +13% physical Stamina when hit: +1.80 Sharp, long, and deadly. |
coruscating voratun steamsaw of torment (150% power, 25 apr) coruscating voratun steamsaw of torment (150% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +99 On weapon hit: * 20% chance to torment the target Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 27 fire Changes stats: +3 Str Changes resistances: +17% fire Changes resistances penetration: +12% mind / +9% darkness Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Flashpall FlashpallRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Damage (Ranged): +14 ice Attacks use: 2.0 Steam When wielded/worn: Armour: +5 Damage (Ranged): 15 manaburn arcane Changes stats: +6 Wil / +5 Con Changes resistances: +3% lightning Changes resistances penetration: +5% physical / +9% cold Changes damage: +9% lightning / +6% physical Talent masteries: +0.20 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Maximum encumbrance: +20 Physical save: +9 (+3 eff.) Mindpower: +9 (+5 eff.) It can be used to regenerate 192 life over 5 turns, putting all charms on cooldown for 12 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thick cashmere cloak of the voidstalker (2 def, 7 armour) thick cashmere cloak of the voidstalker (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +15% temporal / +10% darkness / +13% cold Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of fog (10 def, 0 armour) =Light/Fire= marshal's elven-silk cloak of fog (10 def, 0 armour) =Light/Fire=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +17% light / +18% fire Stealth bonus: +10 Physical save: +5 (+2 eff.) Maximum life: +90.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of Iron Throne (3 def, 0 armour) =rez elem weak= wyrmwaxed elven-silk cloak of Iron Throne (3 def, 0 armour) =rez elem weak=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +2 Con Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception =tag= Cloak of Deception =tag=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 18 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
blightbringer's pair of voratun boots of rushing (0 def, 5 armour) blightbringer's pair of voratun boots of rushing (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +6 Mag / +2 Con Changes damage: +7% acid / +7% blight Disease immunity: +31% Spellpower: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of evasion (17 def, 5 armour) pair of voratun boots of evasion (17 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+6 eff.) Fatigue: +4% It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 32% chance to completely evade them and granting you 24 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (6 def, 8 armour) =tag= Spellhunt Remnants (6 def, 8 armour) =tag=Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+7 eff.) Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 144.72 arcane damage and stunned), costing 56 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Ameratir the drakeskin leather hat (0 def, 5 armour) Ameratir the drakeskin leather hat (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +5 Wil Changes resistances: +6% temporal Changes resistances penetration: +10% blight / +5% temporal Changes damage: +12% blight / +9% temporal Mindpower: +6 (+3 eff.) A hat made of leather. Very stylish. |
dragonslayer's drakeskin leather hat (0 def, 5 armour) =rez all= dragonslayer's drakeskin leather hat (0 def, 5 armour) =rez all=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +11% acid / +9% fire / +9% lightning / +9% cold A hat made of leather. Very stylish. |
drakeskin leather hat of the bounder (0 def, 5 armour) drakeskin leather hat of the bounder (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Dex A hat made of leather. Very stylish. |
warlord's hardened leather cap of the depths (0 def, 3 armour) warlord's hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Wil Changes resistances: +12% cold / +11% physical Allows you to breathe in: water Physical save: +8 (+3 eff.) A cap made of leather. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +15 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This jeweled crown shimmers with colors. |
cleansing voratun helm of trickery (0 def, 5 armour) cleansing voratun helm of trickery (0 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +3 Dex Changes resistances: +11% nature / +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.00 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. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 emerald 13 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 sapphire 13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise 12 turquoise0.00 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. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), 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. |
stralite mental stimulator stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+6 eff.) Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun saw projector voratun saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 35] potent fiery salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (35% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
potent frost salve [power 35] potent frost salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (35% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
potent pain suppressor salve [power 349] potent pain suppressor salve [power 349]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -349 life and reduces all damage by 17% for 5 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
potent water salve [power 35] potent water salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (35% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful fiery salve [power 43] powerful fiery salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (43% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful healing salve [power 505] powerful healing salve [power 505]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 210% efficiency and 73% cooldown modifier. It can be used to heal 505, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful water salve [power 43] powerful water salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (43% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
great frost salve [power 50] great frost salve [power 50]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (50% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
great pain suppressor salve [power 524] great pain suppressor salve [power 524]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -524 life and reduces all damage by 24% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing fiery salve [power 58] amazing fiery salve [power 58]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (58% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing frost salve [power 58] amazing frost salve [power 58]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (58% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing healing salve [power 699] amazing healing salve [power 699]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 210% efficiency and 73% cooldown modifier. It can be used to heal 699, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 611] amazing pain suppressor salve [power 611]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -611 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 58] amazing water salve [power 58]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 210% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (58% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 45 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
shattering voratun pickaxe (dig speed 12 turns) =Digga= shattering voratun pickaxe (dig speed 12 turns) =Digga=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +23% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 1.6 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest Transmogrification ChestPowered 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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 (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 272.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
voratun torque of thermal psionic shield 'Blastraze' [power 171] (12 cooldown) voratun torque of thermal psionic shield 'Blastraze' [power 171] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +12% mind / +12% lightning It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 171 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+4 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of thorny skin 'Harikor' [power 57] (12 cooldown) elven-wood totem of thorny skin 'Harikor' [power 57] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +4 Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +3 Rushing Claws Spell save: +6 (+3 eff.) Mental save: +20 (+9 eff.) Knockback immunity: +10% Teleport immunity: +30% It can be used to harden the skin for 7 turns increasing armour by 57 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood wand of clairvoyance [power 18] (6 cooldown) overpowered elven-wood wand of clairvoyance [power 18] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 18, power 46 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Scorchquill the dragonbone wand of trap destruction [power 91] (9 cooldown) Scorchquill the dragonbone wand of trap destruction [power 91] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30 arcane resource burn Changes resistances: +3% lightning / +6% fire / +3% light / +3% cold Spell save: +6 (+3 eff.) It can be used to disarm traps (91 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 6 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Dr Zed the Ghoul Sawbutcher level 31
58th Pyre 123rd year of Ascendancy at 10:25 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dr Zed the Ghoul Sawbutcher level 40
37th Haze 123rd year of Ascendancy at 01:38 see stats
Against all odds
Killed Ukruk in the ambush.By Dr Zed the Ghoul Sawbutcher level 31
58th Pyre 123rd year of Ascendancy at 07:52 see stats
Arachnophobia
Destroyed the spydric menace.By Dr Zed the Ghoul Sawbutcher level 37
43rd Dusk 123rd year of Ascendancy at 21:32 see stats
Ay ay captain!
Turn into a pirate!By Dr Zed the Ghoul Sawbutcher level 25
72nd Regrowth 123rd year of Ascendancy at 02:25 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Dr Zed the Ghoul Sawbutcher level 44
36th Regrowth 124th year of Ascendancy at 02:27 see stats
Brave new world
Went to the Far East and took part in the war.By Dr Zed the Ghoul Sawbutcher level 34
2nd Flare 123rd year of Ascendancy at 22:33 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Dr Zed the Ghoul Sawbutcher level 29
25th Pyre 123rd year of Ascendancy at 10:15 see stats
Clone War
Destroyed your own Shade.By Dr Zed the Ghoul Sawbutcher level 39
74th Dusk 123rd year of Ascendancy at 16:58 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dr Zed the Ghoul Sawbutcher level 9
12nd Haze 122nd year of Ascendancy at 08:59 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Dr Zed the Ghoul Sawbutcher level 33
1st Summertide 123rd year of Ascendancy at 14:51 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Dr Zed the Ghoul Sawbutcher level 29
40th Pyre 123rd year of Ascendancy at 16:29 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Dr Zed the Ghoul Sawbutcher level 38
49th Dusk 123rd year of Ascendancy at 15:35 see stats
Exterminator
Killed 1000 creatures.By Dr Zed the Ghoul Sawbutcher level 15
43rd Haze 122nd year of Ascendancy at 22:58 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dr Zed the Ghoul Sawbutcher level 24
4th Regrowth 123rd year of Ascendancy at 13:36 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Dr Zed the Ghoul Sawbutcher level 44
46th Regrowth 124th year of Ascendancy at 18:44 see stats
Guiding Hand
Saved all escorted adventurers.By Dr Zed the Ghoul Sawbutcher level 31
8th Mirth 123rd year of Ascendancy at 14:56 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dr Zed the Ghoul Sawbutcher level 18
49th Haze 122nd year of Ascendancy at 17:10 see stats
Level 10
Got a character to level 10.By Dr Zed the Ghoul Sawbutcher level 10
15th Haze 122nd year of Ascendancy at 16:49 see stats
Level 20
Got a character to level 20.By Dr Zed the Ghoul Sawbutcher level 20
62nd Haze 122nd year of Ascendancy at 05:45 see stats
Level 30
Got a character to level 30.By Dr Zed the Ghoul Sawbutcher level 30
54th Pyre 123rd year of Ascendancy at 22:15 see stats
Level 40
Got a character to level 40.By Dr Zed the Ghoul Sawbutcher level 40
36th Haze 123rd year of Ascendancy at 01:59 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Dr Zed the Ghoul Sawbutcher level 25
65th Regrowth 123rd year of Ascendancy at 16:16 see stats
Orcrist
Killed the leaders of the Orc Pride.By Dr Zed the Ghoul Sawbutcher level 40
36th Haze 123rd year of Ascendancy at 11:55 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dr Zed the Ghoul Sawbutcher level 44
40th Regrowth 124th year of Ascendancy at 20:18 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dr Zed the Ghoul Sawbutcher level 12
18th Haze 122nd year of Ascendancy at 22:22 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Dr Zed the Ghoul Sawbutcher level 28
14th Pyre 123rd year of Ascendancy at 11:57 see stats
Size is everything
Did over 1500 damage in one attack.By Dr Zed the Ghoul Sawbutcher level 38
49th Dusk 123rd year of Ascendancy at 15:38 see stats
Size matters
Did over 600 damage in one attack.By Dr Zed the Ghoul Sawbutcher level 19
53rd Haze 122nd year of Ascendancy at 13:49 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Dr Zed the Ghoul Sawbutcher level 33
1st Summertide 123rd year of Ascendancy at 15:57 see stats
The Arena
Unlocked Arena mode.By Dr Zed the Ghoul Sawbutcher level 5
3rd Haze 122nd year of Ascendancy at 20:59 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Dr Zed the Ghoul Sawbutcher level 35
21st Dusk 123rd year of Ascendancy at 10:44 see stats
The Rat Lich
Killed the terrible Rat Lich.By Dr Zed the Ghoul Sawbutcher level 22
6th Allure 123rd year of Ascendancy at 21:43 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dr Zed the Ghoul Sawbutcher level 21
2nd Allure 123rd year of Ascendancy at 16:45 see stats
The secret city
Discovered the truth about mages.By Dr Zed the Ghoul Sawbutcher level 8
6th Haze 122nd year of Ascendancy at 21:36 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Dr Zed the Ghoul Sawbutcher level 41
9th Allure 124th year of Ascendancy at 05:54 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dr Zed the Ghoul Sawbutcher level 27
12nd Pyre 123rd year of Ascendancy at 04:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dr Zed the Ghoul Sawbutcher level 19
54th Haze 122nd year of Ascendancy at 15:09 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Dr Zed the Ghoul Sawbutcher level 30
57th Pyre 123rd year of Ascendancy at 14:38 see stats
Log
Today is the 49th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:06.
There is an item here: Summertide (17 def, 15 armour, 260 block)
You transfer Burning Star to the online item's vault.
Saving done.
Saving game...
Saving done.
Dr Zed deactivates Tempest of Metal.
Dr Zed deactivates Saw Wheels.
Dr Zed deactivates Goresplosion.
Dr Zed deactivates Furnace.
Dr Zed deactivates Overheat Saws.
Dr Zed deactivates Grinding Shield.
