











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 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. Ashes of Urh'Rok 1.6.7Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Forbidden Cults 1.6.7Official 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 | Ogre |
| Class | Sun Paladin |
| Level / Exp | 50 / 1897% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Cyriba the patchwork troll at level 38 on the 40th Regrowth 124th year of Ascendancy at 23:44 / 2Killed by Ce'Nytta the runed bone giant at level 50 on the 7th Regrowth 125th year of Ascendancy at 18:26 |
Primary Stats
| Strength | 150 (base 48) |
| Dexterity | 102 (base 60) |
| Constitution | 58 (base 30) |
| Magic | 110 (base 61) |
| Willpower | 32 (base 13) |
| Cunning | 70 (base 22) |
Resources
| Mana | 534/534 |
| Life | -17/1988 |
| Positive | 2/117 |
| Stamina | 298/302 |
| Steam | 0/100 |
| Healing Factor | 0.58073792729245 |
| Regeneration | 5.3718258274551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 26.601696362266 |
| Infravision | 23 |
| See Stealth | 48.827624371925 |
| See Invisible | 103.82762437193 |
Offense: Mainhand
| Damage | 223 |
| Accuracy | 80 |
| Crit Chance | 103% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 65% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +16% |
| Mind | +31% |
| All | +10% |
| Darkness | +25% |
| Light | +167% |
| Temporal | +21% |
| Physical | +52% |
| Fire | +41% |
| Nature | +35% |
Offense: Damage Penetration
| Light | +64% |
| Physical | +32% |
| Arcane | +29% |
| Mind | +44% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 96.879671158851 (74.117647058824%) |
| Defense | 62 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 54 |
| Mental Save | 69 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 48%( 70%) |
| All | + 25%( 70%) |
| Physical | + 44%( 70%) |
| Lightning | + 66%( 70%) |
| Light | + 80%( 80%) |
| Temporal | + 40%( 70%) |
| Mind | + 46%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| 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 213% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 815 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Crusader | 1.50 |
| 1/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.50 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 4/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.50 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Defensive Posture |
| talent | Premonition |
| talent | Searing Sight |
| talent | Righteous Strength |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| beneficial effect | Reduces blight damage received by 21%. Premonition Shield |
| beneficial effect | Stay put, increasing your armour and defense by 4. Shoes of Moving Slowly |
| detrimental effect | Huge cut that bleeds, doing 184.68 physical damage per turn. Bleeding |
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
| detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
| beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
| detrimental effect | The target is infected by a disease, doing 64.27 blight damage per turn and reducing healing received by 74%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 144%. Scoundrel's Strategies |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Nerinne the vampire lord. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | 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 Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by steamgun turret. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+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 Lacerating Strikes (+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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 21. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 |
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 | Shoes of Slowly Moving Quickly (0 def, 0 armour) Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Physical save: +15 (+4 eff.) Pinning immunity: +600% Knockback immunity: +125% Teleport immunity: +100% Spellpower: +5 (+1 eff.) Steampower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 13.70 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 73.08 lightning and 100.98 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
| Light source | LAMP I Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20% chance to reduce damage dealt by 22% * 24% chance to reduce all saves and defense by 27 Damage when hit (Melee): 2 light Changes resistances: +30% blight / +10% light / +3% mind / +28% darkness Changes resistances penetration: +15% light / +14% all Changes damage: +15% darkness / +35% light Damage affinity(heal): +5% darkness Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Light radius: +12 Infravision radius: +17 See stealth: +10 See invisible: +30 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 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 32 blight damage or heals 43 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. |
| On head | Steam Powered Helm (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Light radius: +7 A Helmet. But with steam power! |
| On hands | Mayowe the Kindlereek (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 14 temporal Damage (Ranged): 20 temporal Damage when hit (Melee): 6 arcane Changes stats: +2 Con Changes resistances: +20% light / +14% temporal Changes resistances penetration: +25% light Changes damage: +27% light / +11% temporal Talent granted: +5 Iron Grip Reduces incoming crit damage: 15.00% Disarm immunity: +100% See invisible: +15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Grinuraduyon (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Str Changes resistances: +6% temporal Changes resistances penetration: +25% mind / +18% physical Reduces incoming crit damage: 15.00% Disease immunity: +20% Disarm immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | RING IIIPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 30 light Damage (Ranged): 40 light Changes stats: +8 Cun / +18 Mag Changes resistances: +44% light Changes resistances penetration: +15% arcane Changes damage: +54% light / +6% arcane Stun/Freeze immunity: +50% Life regen: +9.00 Spellpower: +13 (+3 eff.) Rings can have magical properties. |
| On fingers | SalybrenaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +31 (+4 eff.) Changes stats: +4 Dex Changes resistances: +45% acid / +28% fire / +24% lightning / +30% cold Critical mult.: +20.35% Stamina each turn: +3.05 Rings can have magical properties. |
| Around neck | 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 (+2 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 | STAFF I (42-50.4 power, 26 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +26 Crit. chance: +25.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 24% chance to reduce all saves and defense by 27 Damage (Melee): 45 arcane Changes stats: +3 Dex Changes resistances: +25% physical Changes resistances penetration: +5% mind Changes damage: +3% mind / +42% physical Talent granted: +1 Command Staff Physical save: +13 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +11 (+3 eff.) Maximum mana: +120.00 Spellpower: +29 (+6 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | BELT II Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +29 (+4 eff.) Defense: +10 (+3 eff.) Changes stats: +20 Str / +7 Dex / +7 Wil / +7 Cun / +12 Con Changes resistances: +9% darkness / +9% light Changes resistances penetration: +10% light Reduces incoming crit damage: 5.00% Physical save: +54 (+12 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+5 eff.) Mindpower: +12 (+4 eff.) Light radius: +4 Infravision radius: +2 Size category: +2 Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Sewerrigor (0 def, 10 armour, 65.5-78.6 power, 188 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +188 On weapon hit: * 20% chance to slow global speed by 54% When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 10 fire Changes stats: +16 Str / +12 Dex / +6 Con Changes damage: +15% fire / +15% nature / +18% mind Talent granted: +1 Block Reduces incoming crit damage: 15.00% Light radius: +3 Handheld deflection devices. |
| Cloak | Radiance (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% lightning / +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Stun/Freeze immunity: +50% Spellpower: +20 (+4 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Plate of the Blackened Mind (15 def, 50 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Reduces incoming crit damage: 35.00% Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+4 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 9 Defense and your attacks will gain 30% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Weapon Automaton: One HandedRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
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 10 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. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
RING IBCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +16 Effects on melee hit: * 44% chance to reduce all saves and defense by 27 Damage (Melee): 32 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 27 Damage (Ranged): 35 physical Changes stats: +8 Str / +10 Dex / +8 Wil / +18 Cun Changes resistances: +6% arcane / +15% mind Changes resistances penetration: +5% mind Changes damage: +12% arcane / +9% mind Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +15 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
stralite ring 'Flashpain'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 32 light Damage (Ranged): 34 light Damage when hit (Melee): 11 fire Changes stats: +6 Cun / +9 Mag Changes resistances: +15% nature Changes damage: +15% light / +12% mind Reduces incoming crit damage: 16.70% Mental save: +20 (+5 eff.) Mindpower: +25 (+8 eff.) See invisible: +21 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 205 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
This item will automatically be transmogrified when you leave the level.Rimebutcher (30-36 power, 6 apr, fire element) Requires: - Magic 48 Crafted by a master 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 resistances penetration: +34% mind Changes damage: +20% acid / +20% blight / +20% cold / +41% mind / +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.16 Mana when firing critical spell: +2.71 Spellpower: +15 (+3 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
STAFF III (39-46.8 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 39.0 - 46.8 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: Accuracy: +20 (+4 eff.) Armour: +8 Defense: +28 (+7 eff.) Changes stats: +3 Str / +3 Wil Maximum wards: +2 temporal Changes resistances penetration: +20% temporal Changes damage: +12% lightning / +39% temporal Talents granted: +5 Ward +1 Command Staff Stamina each turn: +3.55 Spellpower: +28 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +23% Damage Shield Power: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of erosion (38.5-53.9 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature One-handed war axes. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 445.50 cold damage and condensing the air into freezing vapors that deal 148.50 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Obsidianwither (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +0% lightning / +9% darkness / +13% blight / +9% cold / +17% nature Changes damage: +12% lightning / +3% cold Critical mult.: +30.00% Stealth bonus: +11 Physical save: +13 (+3 eff.) Mental save: +15 (+4 eff.) Stun/Freeze immunity: +0% Life regen: +7.00 Only die when reaching: -50.00 life Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvitira the Bleakquell (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +5 Dex / +1 Mag / +1 Con Changes resistances: +0% lightning Changes damage: +3% darkness Reduces incoming crit damage: 15.00% Physical save: +6 (+1 eff.) Stun/Freeze immunity: +0% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gorydar the pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) Pinning immunity: +20% Knockback immunity: +0% Teleport immunity: +0% Life regen: +4.00 Infravision radius: +2 Healing mod.: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.fleetfooted pair of drakeskin leather boots of tirelessness (18 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+5 eff.) Changes stats: +15 Dex Stamina each turn: +1.30 Maximum stamina: +40.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.restorative pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Life regen: +10.00 Stamina each turn: +1.20 Maximum stamina: +40.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+3 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 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 115.19 to 143.99 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 41.31 cold damage and 57.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
This item will automatically be transmogrified when you leave the level.Zirand the dwarven lantern Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +22 Defense: +12 (+3 eff.) Effects on melee hit: * 27% chance to reduce armor by 44% Changes resistances: +12% darkness Changes damage: +15% blight / +30% temporal Physical save: +20 (+5 eff.) Spell save: +19 (+6 eff.) Mental save: +41 (+10 eff.) Confusion immunity: +27% Only die when reaching: -80.00 life Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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)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)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)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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 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% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 864.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 44] amazing fiery salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 213% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (44% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 44] amazing frost salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 213% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (44% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 634] amazing healing salve [power 634]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 213% efficiency and 52% cooldown modifier. It can be used to heal 634 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 213% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (44% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful fiery salve [power 33] powerful fiery salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 213% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 33] powerful frost salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 213% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful water salve [power 33] powerful water salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 213% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (33% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
mastercraft focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level.focusing dragonbone totem of thorny skin [power 90] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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 30 power out of 29/30. 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Lorg the Ogre Sun Paladin level 37
32nd Regrowth 124th year of Ascendancy at 17:56 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Lorg the Ogre Sun Paladin level 50
56th Dusk 124th year of Ascendancy at 03:07 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Lorg the Ogre Sun Paladin level 37
10th Decay 123rd year of Ascendancy at 23:02 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Lorg the Ogre Sun Paladin level 37
3rd Regrowth 124th year of Ascendancy at 00:46 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Lorg the Ogre Sun Paladin level 50
13rd Dusk 124th year of Ascendancy at 06:31 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Lorg the Ogre Sun Paladin level 48
4th Dusk 124th year of Ascendancy at 03:49 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Lorg the Ogre Sun Paladin level 48
1st Dusk 124th year of Ascendancy at 02:16 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Lorg the Ogre Sun Paladin level 40
51st Regrowth 124th year of Ascendancy at 18:05 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Lorg the Ogre Sun Paladin level 29
17th Dusk 123rd year of Ascendancy at 16:04 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lorg the Ogre Sun Paladin level 8
26th Haze 122nd year of Ascendancy at 13:43 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Lorg the Ogre Sun Paladin level 50
14th Haze 124th year of Ascendancy at 14:07 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Lorg the Ogre Sun Paladin level 39
46th Regrowth 124th year of Ascendancy at 14:46 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Lorg the Ogre Sun Paladin level 50
6th Allure 125th year of Ascendancy at 19:51 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Lorg the Ogre Sun Paladin level 35
77th Haze 123rd year of Ascendancy at 21:54 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Lorg the Ogre Sun Paladin level 28
2nd Mirth 123rd year of Ascendancy at 06:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Lorg the Ogre Sun Paladin level 19
33rd Regrowth 123rd year of Ascendancy at 19:14 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lorg the Ogre Sun Paladin level 28
2nd Mirth 123rd year of Ascendancy at 17:29 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Lorg the Ogre Sun Paladin level 50
5th Decay 124th year of Ascendancy at 00:06 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Lorg the Ogre Sun Paladin level 50
14th Haze 124th year of Ascendancy at 19:18 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Lorg the Ogre Sun Paladin level 50
39th Haze 124th year of Ascendancy at 23:32 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lorg the Ogre Sun Paladin level 28
5th Mirth 123rd year of Ascendancy at 17:11 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Lorg the Ogre Sun Paladin level 49
5th Dusk 124th year of Ascendancy at 05:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lorg the Ogre Sun Paladin level 10
41st Haze 122nd year of Ascendancy at 16:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lorg the Ogre Sun Paladin level 20
35th Regrowth 123rd year of Ascendancy at 14:53 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Lorg the Ogre Sun Paladin level 30
65th Dusk 123rd year of Ascendancy at 21:14 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Lorg the Ogre Sun Paladin level 40
46th Regrowth 124th year of Ascendancy at 22:38 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Lorg the Ogre Sun Paladin level 50
9th Dusk 124th year of Ascendancy at 15:32 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Lorg the Ogre Sun Paladin level 50
1st Decay 124th year of Ascendancy at 03:18 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Lorg the Ogre Sun Paladin level 50
25th Haze 124th year of Ascendancy at 03:10 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Lorg the Ogre Sun Paladin level 18
12nd Regrowth 123rd year of Ascendancy at 06:34 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Lorg the Ogre Sun Paladin level 45
6th Mirth 124th year of Ascendancy at 04:05 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Lorg the Ogre Sun Paladin level 34
75th Haze 123rd year of Ascendancy at 03:51 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Lorg the Ogre Sun Paladin level 25
62nd Pyre 123rd year of Ascendancy at 11:06 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Lorg the Ogre Sun Paladin level 39
46th Regrowth 124th year of Ascendancy at 22:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lorg the Ogre Sun Paladin level 6
13rd Haze 122nd year of Ascendancy at 10:16 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Lorg the Ogre Sun Paladin level 50
1st Decay 124th year of Ascendancy at 07:04 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lorg the Ogre Sun Paladin level 29
17th Dusk 123rd year of Ascendancy at 18:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lorg the Ogre Sun Paladin level 6
14th Haze 122nd year of Ascendancy at 19:26 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Lorg the Ogre Sun Paladin level 41
24th Pyre 124th year of Ascendancy at 17:38 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Lorg the Ogre Sun Paladin level 29
16th Dusk 123rd year of Ascendancy at 13:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lorg the Ogre Sun Paladin level 26
72nd Pyre 123rd year of Ascendancy at 16:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lorg the Ogre Sun Paladin level 22
26th Pyre 123rd year of Ascendancy at 15:38 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Lorg the Ogre Sun Paladin level 38
40th Regrowth 124th year of Ascendancy at 23:44 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Lorg the Ogre Sun Paladin level 36
9th Decay 123rd year of Ascendancy at 13:49 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Lorg the Ogre Sun Paladin level 50
5th Allure 125th year of Ascendancy at 00:59 see stats
Log
Your premonition allows you to raise a shield just in time!
Lorg's Stunning Blow is disrupted by his wounds!
Lorg resists the Coup de Grace!
Ce'Nytta the runed bone giant hits Lorg for (117 absorbed), 0 physical, 12 blight, 285 physical, 5 blight, 12 blight (314 total damage).
Shield of Light hits Lorg for 6 healing, 6 healing, 6 healing, 6 healing (0 total damage) [25 healing].
Melee retaliation hits Ce'Nytta the runed bone giant for 56 light, 6 fire, 60 light, 4 arcane, 56 light, 6 fire, 60 light, 4 arcane (251 total damage).
Lorg hits Ce'Nytta the runed bone giant for 1019 light damage.
Lorg hits Layynn the orc archer for 1115 light damage.
Lorg receives 615 healing.
Lorg killed Layynn the orc archer!
Ce'Nytta the runed bone giant casts Earthen Missiles.
Ce'Nytta the runed bone giant's spell attains critical power!
Ce'Nytta the runed bone giant's Earthen Missiles hits Lorg for 46 physical, 8 physical (54 total damage).
Ce'Nytta the runed bone giant's Earthen Missiles hits Lorg for 158 physical, 26 physical (184 total damage).
Ce'Nytta the runed bone giant's Earthen Missiles hits Lorg for 85 physical, 14 physical (100 total damage).
Lorg the level 50 ogre sun paladin was impaled to death by Ce'Nytta the runed bone giant on level 9 of High Peak.
Lorg deactivates Chant of Fortitude.
The protective shield of Lorg disappears.
Lorg deactivates Righteous Strength.
Lorg deactivates Defensive Posture.
Lorg calms down.
Lorg is free from the epidemic.
Lorg deactivates Weapon of Light.
Lorg's solar fury subsides.
Lorg deactivates Premonition.
Lorg stops bleeding.
Lorg deactivates Weapon of Wrath.
Lorg deactivates Searing Sight.
Lorg deactivates Shield of Light.























































































































