Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Ashes of Urh'Rok 1.6.0Official 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:
Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Starting Equipment 1.6.0 Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality 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. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Shadowblade |
Level / Exp | 50 / 3340% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 47 (base 14) |
Dexterity | 99 (base 63) |
Constitution | 49 (base 26) |
Magic | 107 (base 60) |
Willpower | 31 (base 15) |
Cunning | 152 (base 64) |
Resources
Mana | 169/169 |
Vim | 346/346 |
Life | 1234/1234 |
Stamina | 310/310 |
Steam | 100/100 |
Healing Factor | 1.4171232876712 |
Regeneration | 72.762251771656 |
Speed
Mental | +49.9353757567% |
Attack | 0% |
Movement | 0% |
Spell | +28.73025370344% |
Global | +125% |
Vision
Sight | 11 |
Lite | -1023 |
Infravision | 37 |
See Stealth | 56.372917696514 |
See Invisible | 86.372917696514 |
Stealth | 75.172227086968 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 167 |
Accuracy | 80 |
Crit Chance | 82% |
APR | 49 |
Speed | 0.67 |
Offense: Offhand
Damage | 93 |
Accuracy | 80 |
Crit Chance | 99% |
APR | 55 |
Speed | 0.67 |
Offense: Spell
Spellpower | 98 |
Crit Chance | 87% |
Speed | 0.77681816918013 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 59% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Blight | +46% |
Arcane | +31% |
Mind | +25% |
All | +16% |
Darkness | +181% |
Physical | +28% |
Cold | +57% |
Fire | +22% |
Nature | +46% |
Offense: Damage Penetration
Darkness | +38% |
All | 0% |
Defense: Base
Armour (hardiness) | 70.568286554097 (50.629139072848%) |
Defense | 99 |
Ranged Defense | 99 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 64 |
Mental Save | 60 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 52%( 70%) |
All | 0%( 70%) |
Darkness | + 70%( 70%) |
Light | -1%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 17%( 70%) |
Fire | -4%( 70%) |
Lightning | + 54%( 70%) |
Defense: Immunities
Stun Resistance | 98% |
Confusion Resistance | 40% |
Poison Resistance | 100% |
Blind Resistance | 10% |
Silence Resistance | 100% |
Bleed Resistance | 20% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (4/4)
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 216% efficiency and cooldown mod of 79%. Its effects scale with your Magic 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 240% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to remove 4 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 635 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 1.40 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shadow Feed |
talent | Blade Flurry |
talent | Stealth |
talent | Chant of Fortress |
talent | Blur Sight |
talent | Shadow Combat |
talent | Phantasmal Shield |
talent | Defensive Posture |
talent | Premonition |
talent | Essence of Speed |
talent | Trained Reactions |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 13.9 and stamina regeneration by 3.0. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 63% chance to deflect up to 28 damage from the next 3.3 attack(s). Parried attacks cannot crit. Parrying |
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 grave | active |
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 successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 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 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
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 Shade. | 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. | 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 |
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 warg claw. * You've found the needed electric eel tail. * You've found the needed faerlhing fang. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of focus. 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 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 within1 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 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% It can be used to boost speed by 70% (based on Cunning) Activation costs 28 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Frostfiend the dwarven lantern Frostfiend the dwarven lantern Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Defense: +12 (+2 eff.) Changes stats: +22 Cun / +4 Mag Changes resistances: +12% cold Changes damage: +25% darkness / +6% cold Reduces incoming crit damage: 15.00% Spell save: +9 (+2 eff.) Mental save: +12 (+3 eff.) Spellpower: +17 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: -18 Infravision radius: +27 See invisible: +10 Healing mod.: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. The set is complete. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 40 darkness Changes stats: +20 Cun Reduce damage by fixed amount: +30 all Changes damage: +20% darkness Talent mastery: +0.10 Cunning / Stealth Spell save: +15 (+4 eff.) Mental save: +30 (+8 eff.) Confusion immunity: +30% Knockback immunity: +30% Light radius: -1 It can be used to activate talent Retch (costing 27 power out of 80/80) : Effective talent level: 2.0 Power cost: 27 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 39 blight damage or heals 40 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
On hands | Cloudstrider the drakeskin leather gloves (0 def, 3 armour) Cloudstrider the drakeskin leather gloves (0 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Armour: +3 Damage (Melee): 14 acid Damage when hit (Melee): 4 arcane Changes stats: +8 Cun / +9 Dex Changes resistances: +13% acid / +3% fire / +9% lightning Changes damage: +11% acid Talent granted: +5 Iron Grip Poison immunity: +20% Silence immunity: +24% Disarm immunity: +100% Life regen: +18.50 Stamina each turn: +3.30 Psi each turn: +0.29 Only die when reaching: -40.00 life Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (radius 2) on crit: +15 acid It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Poryganor the voratun pickaxe (dig speed 5 turns) Poryganor the voratun pickaxe (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Changes stats: +3 Str / +6 Mag Changes resistances: +4% physical Changes damage: +12% physical Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +20.00% Maximum life: +35.00 Maximum mana: +60.00 Maximum stamina: +30.00 Spell crit. chance: +10% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Alykhad' voratun ring 'Alykhad'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +8 Effects on melee hit: * 20% chance to reduce armor by 49% Changes stats: +9 Str / +8 Mag / +5 Cun / +9 Con Changes resistances: +40% cold Changes damage: +6% acid / +20% cold Spell save: +6 (+1 eff.) Silence immunity: +24% Stun/Freeze immunity: +48% Knockback immunity: +10% Life regen: +13.73 Spellpower: +15 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
On fingers | Xerewen XerewenCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +17 Physical power: +40 (+6 eff.) Defense: +15 (+2 eff.) Damage when hit (Melee): 4 mind Changes resistances: +9% light Changes damage: +9% mind / +16% all Cut immunity: +20% Life regen: +4.00 Only die when reaching: -93.64 life Spellpower: +37 (+6 eff.) Mindpower: +36 (+9 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
In main hand | dragonbone magestaff 'Ashscar' (43-51.6 power, 6 apr, darkness element) dragonbone magestaff 'Ashscar' (43-51.6 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 43.0 - 51.6 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +9.0% Physical power: +13 (+2 eff.) Damage when hit (Melee): 8 fire Changes resistances: +3% fire Changes damage: +21% blight / +6% fire / +43% darkness Talent granted: +1 Command Staff Mana each turn: +5.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +24% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
Around waist | drakeskin leather belt 'Aregen' drakeskin leather belt 'Aregen' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +18 (+3 eff.) Changes stats: +6 Dex / +2 Mag / +6 Cun / +10 Lck Changes resistances: +15% lightning / +12% temporal / +6% arcane Changes damage: +9% blight Critical mult.: +25.00% Trap disarming bonus: +26 Stealth bonus: +15 Spell save: +13 (+3 eff.) Stamina each turn: +0.50 Mana each turn: +0.50 Psi each turn: +0.50 Vim when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
In off hand | Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr) Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 65% Cun, 50% Mag, 35% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon hit: * splashes acid on your target dealing 68 damage and reducing their armor On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Cloak | elven-silk cloak 'Zubora' (18 def, 0 armour) elven-silk cloak 'Zubora' (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +6% blight / +50% darkness / +30% lightning Changes resistances penetration: +38% darkness Changes damage: +37% darkness Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Stealth bonus: +43 Physical save: +15 (+5 eff.) Spell save: +9 (+2 eff.) Stun/Freeze immunity: +50% Mindpower: +12 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour) Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. The set is complete. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +10 Str / +10 Dex / +15 Mag / +15 Wil / +10 Cun / +10 Con Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Cut immunity: +0% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. It can be used to activate talent Abyssal Shroud (costing 27 power out of 80/80) : Effective talent level: 2.0 Power cost: 27 out of 80/80. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 84.27 darkness damage each turn, reduces light radius by 2, and darkness resistance by 30% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
medical injector implant of the duelist (efficiency 188% / cooldown 63%) medical injector implant of the duelist (efficiency 188% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
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! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Gloryvena the Weepsmasher Gloryvena the WeepsmasherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 65% Damage (Melee): 10 light / 8 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 30% * 10% chance to blind Changes damage: +11% light / +8% darkness Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Amulets can have magical properties. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 28 power out of 80/80) : Effective talent level: 1.0 Power cost: 28 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
warmaker's voratun amulet of perfection (0.34 Cunning / Stealth,0.34 Steamtech / Chemistry) warmaker's voratun amulet of perfection (0.34 Cunning / Stealth,0.34 Steamtech / Chemistry)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +4 Dex / +8 Wil Talent masteries: +0.34 Cunning / Stealth +0.34 Steamtech / Chemistry 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 Activation costs 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. |
Balancehunter the voratun ring Balancehunter the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Damage (Melee): 34 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 37 Damage (Ranged): 35 physical Changes stats: +10 Cun Changes resistances: +64% nature / +12% blight Changes damage: +12% mind / +20% nature / +8% all Grants telepathy: Dragon Demon/Major Demon/Minor Poison immunity: +30% Disease immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Spellpower: +19 (+3 eff.) Mindpower: +20 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Gloryrin (37-48.1 power, 9 apr) Gloryrin (37-48.1 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +15 Changes stats: +1 Wil / +3 Cun / +10 Con Changes resistances: +24% acid / +5% arcane Changes resistances penetration: +15% physical Grants telepathy: Demon/Minor Demon/Major Humanoid/Orc All Sharp, short and deadly. |
enhanced stralite dagger of torment (28.5-37.05 power, 9 apr) enhanced stralite dagger of torment (28.5-37.05 power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +9 Str / +10 Dex / +8 Mag / +5 Wil / +7 Cun / +9 Con Sharp, short and deadly. |
enhanced voratun dagger of crippling (39-50.7 power, 9 apr) enhanced voratun dagger of crippling (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Changes stats: +9 Str / +9 Dex / +9 Mag / +8 Wil / +12 Cun / +9 Con Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stormbringer's stralite dagger of erosion (30-39 power, 9 apr)stormbringer's stralite dagger of erosion (30-39 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +17 nature Damage (radius 2) on crit: +37 lightning / +30 cold When wielded/worn: Changes resistances penetration: +21% lightning / +20% cold Movement speed: +120% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of crippling (39-50.7 power, 9 apr)voratun dagger of crippling (39-50.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Belera the Sulfurmortal (70.5-105.75 power, 4 apr)Belera the Sulfurmortal (70.5-105.75 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 27% chance to slow global speed by 65% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Changes stats: +5 Mag Changes damage: +18% arcane Blindness immunity: +27% Cut immunity: +27% Disarm immunity: +27% Mana each turn: +0.16 Mana when firing critical spell: +2.72 Spellpower: +24 (+4 eff.) Spell crit. chance: +8% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Shadeidol (64.5-96.75 power, 4 apr)Shadeidol (64.5-96.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +20 mind When wielded/worn: Accuracy: +34 (+7 eff.) Physical crit. chance: +6.0% Defense: +19 (+3 eff.) Changes resistances: +15% blight / +15% light / +15% darkness Changes resistances penetration: +15% physical Disarm immunity: +64% Stun/Freeze immunity: +27% Maximum life: +120.00 Maximum stamina: +40.80 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. quick voratun greatsword of phasing (61-97.6 power, 37 apr)quick voratun greatsword of phasing (61-97.6 power, 37 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +37 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +28% When wielded/worn: Accuracy: +35 (+7 eff.) Changes stats: +10 Dex Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun mace 'Freezehunter' (46-64.4 power, 6 apr)voratun mace 'Freezehunter' (46-64.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +15 light Damage against: +30% Undead When wielded/worn: Damage when hit (Melee): 14 cold Changes stats: +9 Cun / +11 Str Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace 'Islerewyn' (44-61.6 power, 6 apr)voratun mace 'Islerewyn' (44-61.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +15 (+2 eff.) Changes stats: +3 Str Grants telepathy: Dragon Demon/Major Demon/Minor All Disarm immunity: +72% Confusion immunity: +27% Stun/Freeze immunity: +27% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Cuthetir the Rainburst (16.5-18.15 power, 40 apr, nature damage)Cuthetir the Rainburst (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Changes resistances: +9% lightning / +8% blight / +6% fire / +17% mind / +6% cold Changes resistances penetration: +10% acid / +8% physical / +10% fire / +20% lightning / +8% cold Changes damage: +15% acid / +15% physical / +13% fire / +10% nature / +14% cold Spell save: +15 (+4 eff.) Mental save: +10 (+3 eff.) Disease immunity: +25% Psi each turn: +1.50 Maximum psi: +50.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +24 Max wilder summons: +3 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. |
This item will automatically be transmogrified when you leave the level. Gysewen the Frozenrip (17.5-19.25 power, 44 apr, nature damage)Gysewen the Frozenrip (17.5-19.25 power, 44 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +44 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 39 Damage (radius 1) on hit: +16 cold When wielded/worn: Defense: +24 (+4 eff.) Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 39 Damage (Melee): 11 lightning Changes stats: +7 Str / +7 Dex / +7 Mag / +6 Wil / +7 Cun / +20 Con Changes resistances: +20% lightning / +18% blight Changes resistances penetration: +16% lightning Changes damage: +18% lightning / +9% cold Maximum stamina: +40.80 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone starstaff of invocation (30-36 power, 6 apr, temporal element)bloodlich's dragonbone starstaff of invocation (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Cun / +10 Con Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +22.00% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +50.00 Maximum neg.energy: +49.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 188.55 to 226.26 temporal damage Activation puts all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. orichalcum trident of shearing (53-84.8 power, 16 apr)orichalcum trident of shearing (53-84.8 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +26 (+5 eff.) Armour penetration: +20 Changes resistances penetration: +21% all A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. quick stralite waraxe (31-43.4 power, 5 apr)quick stralite waraxe (31-43.4 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +6 Dex Combat speed: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stormbringer's voratun waraxe of daylight (40.5-56.7 power, 6 apr)stormbringer's voratun waraxe of daylight (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +18 light Damage (radius 2) on crit: +45 lightning / +45 cold Damage against: +30% Undead When wielded/worn: Changes resistances penetration: +21% lightning / +25% cold Movement speed: +120% One-handed war axes. |
Ce'Nenne the Murkrend Ce'Nenne the MurkrendInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Fatigue: +0% Changes stats: +4 Con / +4 Wil Changes resistances: +8% acid / +18% fire / +9% lightning / +19% cold Changes resistances penetration: +10% darkness Critical mult.: +10.00% Maximum encumbrance: +0 Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Stamina each turn: +0.00 Mana each turn: +0.00 Psi each turn: +0.00 Maximum life: +96.00 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +0% lightning Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Stun/Freeze immunity: +0% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Xanythra (18 def, 0 armour) Xanythra (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical crit. chance: +7.0% Defense: +18 (+3 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +10% acid / +10% fire / +9% lightning / +10% cold Grants telepathy: Dragon Demon/Major Demon/Minor Physical save: +30 (+10 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Willownull' (3 def, 0 armour) elven-silk cloak 'Willownull' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +3 (+0 eff.) Fatigue: -7% Changes stats: +6 Str / +2 Dex / +6 Con Changes resistances: +21% darkness / +9% nature Changes resistances penetration: +20% darkness Changes damage: +23% darkness Grants telepathy: Dragon Humanoid/Orc Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 15.00% Stealth bonus: +25 Spell save: -30 (-9 eff.) Stamina each turn: +1.40 Mana each turn: -0.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Disarm immunity: +0% Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Instill Fear (costing 12 power out of 30/30) : Effective talent level: 3.0 Power cost: 12 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 29.38 mind and 66.03 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 25. Terrified: Deals 6.88 mind and 15.46 darkness damage per turn and increases cooldowns by 39%. Haunted: Causes the target to suffer 11.40 mind and 25.62 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Disarm immunity: +0% When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Cun, 40% Str, 60% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+2 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes stats: +0 Cun Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
iron helm of the depths (0 def, 3 armour) iron helm of the depths (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +0 Cun Changes resistances: +7% cold Allows you to breathe in: water Mental save: +0 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of implacability (3 def, 16 armour)rejuvenating dwarven-steel mail armour of implacability (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+0 eff.) Fatigue: +4% Physical save: +11 (+4 eff.) Life regen: +5.60 Stamina each turn: +1.50 A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 53, based on Cunning and Magic) for 10 turns Activation costs 28 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
This item will automatically be transmogrified when you leave the level. searing drakeskin leather armour (20 def, 8 armour)searing drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Damage (Melee): 22 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes resistances: +30% acid / +26% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour of Eyal (0 def, 16 armour)prismatic voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +20% light / +19% darkness Life regen: +11.00 Maximum life: +80.00 Healing mod.: +20% A suit of armour made of metal plates. |
263 alchemist agate 263 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Armezilarig the voratun pickaxe (dig speed 7 turns) Armezilarig the voratun pickaxe (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +8 (+2 eff.) Changes stats: +3 Str / +2 Mag Changes resistances: +5% arcane Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +8 (+2 eff.) Maximum life: +87.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 25 turns) dwarven-steel pickaxe of quickening (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Activation costs 45 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
jade 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. |
dwarven lantern 'Darkwhisper' dwarven lantern 'Darkwhisper'Powered by arcane forces Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 2 arcane Changes stats: +16 Mag Changes resistances: +15% blight / +14% darkness Changes resistances penetration: +15% arcane Changes damage: +12% arcane / +0% darkness Spell save: +15 (+4 eff.) Maximum vim: +30.00 Spellpower: +38 (+6 eff.) Spell crit. chance: +6% Light radius: +14 Infravision radius: +6 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 39 blight damage or heals 40 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
6 bloodstone 6 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 112 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 55] amazing fiery salve [power 55]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 240% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (55% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing frost salve [power 55] amazing frost salve [power 55]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 240% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (55% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing healing salve [power 790] amazing healing salve [power 790]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 240% efficiency and 60% cooldown modifier. It can be used to heal 790 Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 691] amazing pain suppressor salve [power 691]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 240% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -691 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 55] amazing water salve [power 55]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 240% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (55% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful frost salve [power 42] powerful frost salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 240% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful pain suppressor salve [power 493] powerful pain suppressor salve [power 493]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 240% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -493 life and reduces all damage by 20% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 6 turns. Medical salve. |
powerful water salve [power 42] powerful water salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 240% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (42% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
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) Activation costs 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. |
This item will automatically be transmogrified when you leave the level. Pitchtyphoon (21/21, 54-64.8 power, 6 apr)Pitchtyphoon (21/21, 54-64.8 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 27% chance to reduce damage dealt by 30% Damage (Ranged): +27 lightning / +27 darkness / +27 light / +20 nature / +27 mind Damage (radius 1) on hit: +27 mind / +20 light Damage (radius 2) on crit: +27 mind Shots are used with slings to pummel your foes to death. |
amazing fungal web amazing fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
amazing second skin amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
stralite back support stralite back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -16% Maximum encumbrance: +40 Tinkers can be attached to normal items to improve them with steam power! |
Strikeswift [power 4] (23 cooldown) Strikeswift [power 4] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +4 Physical crit. chance: +9.3% Effects on melee hit: * 23% chance to reduce all saves and defense by 37 Changes stats: +10 Str / +3 Con Changes resistances: +9% mind Changes damage: +9% lightning Physical save: +15 (+5 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Reduce fatigue by 52% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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 (+2 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 Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
This item will automatically be transmogrified when you leave the level. piercing dragonbone totem of healing [power 510] (9 cooldown)piercing dragonbone totem of healing [power 510] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heals yourself and all friendly characters within 10 spaces for 510 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond 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. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 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. |
2 amber 2 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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 pokolade the Higher Shadowblade level 37
12nd Pyre 123rd year of Ascendancy at 08:05 see stats
By pokolade the Higher Shadowblade level 50
19th Dusk 123rd year of Ascendancy at 23:31 see stats
By pokolade the Higher Shadowblade level 37
1st Pyre 123rd year of Ascendancy at 11:52 see stats
By pokolade the Higher Shadowblade level 50
12nd Dusk 123rd year of Ascendancy at 12:42 see stats
By pokolade the Higher Shadowblade level 50
9th Dusk 123rd year of Ascendancy at 08:51 see stats
By pokolade the Higher Shadowblade level 42
34th Pyre 123rd year of Ascendancy at 06:58 see stats
By pokolade the Higher Shadowblade level 21
45th Haze 122nd year of Ascendancy at 01:13 see stats
By pokolade the Higher Shadowblade level 18
13rd Haze 122nd year of Ascendancy at 17:14 see stats
By pokolade the Higher Shadowblade level 40
29th Pyre 123rd year of Ascendancy at 18:33 see stats
By pokolade the Higher Shadowblade level 35
79th Regrowth 123rd year of Ascendancy at 06:34 see stats
By pokolade the Higher Shadowblade level 50
33rd Haze 123rd year of Ascendancy at 01:31 see stats
By pokolade the Higher Shadowblade level 22
50th Haze 122nd year of Ascendancy at 11:30 see stats
By pokolade the Higher Shadowblade level 32
62nd Regrowth 123rd year of Ascendancy at 11:46 see stats
By pokolade the Higher Shadowblade level 50
29th Haze 123rd year of Ascendancy at 02:45 see stats
By pokolade the Higher Shadowblade level 35
77th Regrowth 123rd year of Ascendancy at 09:53 see stats
By pokolade the Higher Shadowblade level 33
66th Regrowth 123rd year of Ascendancy at 18:46 see stats
By pokolade the Higher Shadowblade level 50
12nd Dusk 123rd year of Ascendancy at 17:19 see stats
By pokolade the Higher Shadowblade level 38
16th Pyre 123rd year of Ascendancy at 17:33 see stats
By pokolade the Higher Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 13:09 see stats
By pokolade the Higher Shadowblade level 20
34th Haze 122nd year of Ascendancy at 02:17 see stats
By pokolade the Higher Shadowblade level 30
50th Regrowth 123rd year of Ascendancy at 07:21 see stats
By pokolade the Higher Shadowblade level 40
25th Pyre 123rd year of Ascendancy at 18:25 see stats
By pokolade the Higher Shadowblade level 50
5th Dusk 123rd year of Ascendancy at 23:46 see stats
By pokolade the Higher Shadowblade level 50
9th Haze 123rd year of Ascendancy at 18:14 see stats
By pokolade the Higher Shadowblade level 50
33rd Dusk 123rd year of Ascendancy at 09:20 see stats
By pokolade the Higher Shadowblade level 50
33rd Dusk 123rd year of Ascendancy at 11:29 see stats
By pokolade the Higher Shadowblade level 18
41st Dusk 122nd year of Ascendancy at 02:34 see stats
By pokolade the Higher Shadowblade level 20
43rd Haze 122nd year of Ascendancy at 09:59 see stats
By pokolade the Higher Shadowblade level 15
15th Dusk 122nd year of Ascendancy at 08:16 see stats
By pokolade the Higher Shadowblade level 41
30th Pyre 123rd year of Ascendancy at 01:30 see stats
By pokolade the Higher Shadowblade level 50
33rd Haze 123rd year of Ascendancy at 01:29 see stats
By pokolade the Higher Shadowblade level 12
3rd Dusk 122nd year of Ascendancy at 06:59 see stats
By pokolade the Higher Shadowblade level 50
9th Haze 123rd year of Ascendancy at 21:06 see stats
By pokolade the Higher Shadowblade level 18
24th Haze 122nd year of Ascendancy at 20:08 see stats
By pokolade the Higher Shadowblade level 50
33rd Haze 123rd year of Ascendancy at 01:31 see stats
By pokolade the Higher Shadowblade level 39
20th Pyre 123rd year of Ascendancy at 22:21 see stats
By pokolade the Higher Shadowblade level 11
5th Flare 122nd year of Ascendancy at 06:49 see stats
By pokolade the Higher Shadowblade level 44
59th Pyre 123rd year of Ascendancy at 17:26 see stats
By pokolade the Higher Shadowblade level 26
67th Haze 122nd year of Ascendancy at 09:19 see stats
By pokolade the Higher Shadowblade level 17
21st Dusk 122nd year of Ascendancy at 08:07 see stats
By pokolade the Higher Shadowblade level 36
1st Time of Balance 123rd year of Ascendancy at 06:26 see stats
Log
Pokolade deactivates Shadow Feed.
Pokolade deactivates Stealth.
Pokolade deactivates Shadow Combat.
Pokolade deactivates Chant of Fortress.
Pokolade deactivates Defensive Posture.
Pokolade deactivates Premonition.
Pokolade deactivates Trained Reactions.
Pokolade deactivates Phantasmal Shield.
Pokolade deactivates Blur Sight.
Pokolade deactivates Blade Flurry.
Pokolade deactivates Essence of Speed.