













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Female |
| Race | Shalore |
| Class | Alchemist |
| Level / Exp | 50 / 324% |
| Size | medium |
| Lifes / Deaths | Killed by golem (servant of Downr) at level 10 on the 15th Dusk 122nd year of Ascendancy at 06:06 / 91Killed by golem (servant of Downr) at level 11 on the 17th Dusk 122nd year of Ascendancy at 13:39 Killed by Yvuwyn the master vampire at level 17 on the 9th Allure 123rd year of Ascendancy at 17:37 Killed by Xeressra the bee swarm at level 17 on the 1st Regrowth 123rd year of Ascendancy at 03:48 Killed by Xeressra the bee swarm at level 17 on the 1st Regrowth 123rd year of Ascendancy at 09:03 Killed by Layabretta the midge swarm at level 17 on the 2nd Regrowth 123rd year of Ascendancy at 11:07 Killed by Adobeth the maulotaur at level 19 on the 6th Regrowth 123rd year of Ascendancy at 20:51 Killed by Neratha the minotaur at level 19 on the 8th Regrowth 123rd year of Ascendancy at 15:57 Killed by Xereth the rogue at level 19 on the 9th Regrowth 123rd year of Ascendancy at 00:14 Killed by Arunne the rogue at level 19 on the 9th Regrowth 123rd year of Ascendancy at 13:32 Killed by Lisirathra the rattlesnake at level 19 on the 13rd Regrowth 123rd year of Ascendancy at 00:08 Killed by Arariath the sand-drake at level 20 on the 25th Regrowth 123rd year of Ascendancy at 21:49 Killed by golem (servant of Downr) at level 21 on the 26th Regrowth 123rd year of Ascendancy at 03:04 Killed by Voryra the gelatinous cube at level 21 on the 26th Regrowth 123rd year of Ascendancy at 11:02 Killed by Ynevghl the human at level 22 on the 29th Regrowth 123rd year of Ascendancy at 21:09 Killed by Aldenric the dwarf at level 22 on the 44th Regrowth 123rd year of Ascendancy at 11:31 Killed by Aldenric the dwarf at level 22 on the 44th Regrowth 123rd year of Ascendancy at 13:32 Killed by Ivitha the cold drake hatchling at level 25 on the 64th Regrowth 123rd year of Ascendancy at 02:20 Killed by Ivitha the cold drake hatchling at level 25 on the 64th Regrowth 123rd year of Ascendancy at 04:17 Killed by Belodakira the multi-hued drake at level 25 on the 64th Regrowth 123rd year of Ascendancy at 14:46 Killed by Emarenne the ghoul at level 26 on the 74th Regrowth 123rd year of Ascendancy at 02:18 Killed by golem (servant of Downr) at level 26 on the 74th Regrowth 123rd year of Ascendancy at 07:15 Killed by golem (servant of Downr) at level 26 on the 75th Regrowth 123rd year of Ascendancy at 02:42 Killed by Pologatha the eternal bone giant at level 27 on the 77th Regrowth 123rd year of Ascendancy at 04:18 Killed by Manmun the dwarf at level 27 on the 15th Pyre 123rd year of Ascendancy at 09:36 Killed by golem (servant of Downr) at level 27 on the 15th Pyre 123rd year of Ascendancy at 10:51 Killed by ritch flamespitter at level 27 on the 15th Pyre 123rd year of Ascendancy at 12:59 Killed by Caeirela the human at level 27 on the 18th Pyre 123rd year of Ascendancy at 20:02 Killed by golem (servant of Downr) at level 27 on the 24th Pyre 123rd year of Ascendancy at 10:50 Killed by Urkis, the High Tempest at level 27 on the 24th Pyre 123rd year of Ascendancy at 17:01 Killed by thought-forged warrior at level 28 on the 38th Pyre 123rd year of Ascendancy at 03:35 Killed by golem (servant of Downr) at level 28 on the 75th Pyre 123rd year of Ascendancy at 01:32 Killed by Elybrenor the shivgoroth at level 28 on the 6th Mirth 123rd year of Ascendancy at 21:06 Killed by golem (servant of Downr) at level 29 on the 4th Flare 123rd year of Ascendancy at 05:01 Killed by Xeryretira the war bear at level 29 on the 4th Flare 123rd year of Ascendancy at 18:05 Killed by Nerubrelle the corrupted acidic digestor at level 30 on the 8th Flare 123rd year of Ascendancy at 19:28 Killed by Emelyma the corrupted mastocytic feeder at level 30 on the 9th Flare 123rd year of Ascendancy at 09:31 Killed by herald of oblivion at level 30 on the 9th Flare 123rd year of Ascendancy at 10:30 Killed by golem (servant of Downr) at level 30 on the 9th Flare 123rd year of Ascendancy at 11:52 Killed by corrupted mastocytic feeder at level 30 on the 9th Flare 123rd year of Ascendancy at 14:16 Killed by war hound at level 30 on the 9th Flare 123rd year of Ascendancy at 15:55 Killed by Belyyabeth the corrupted protoplasmic controller at level 30 on the 10th Flare 123rd year of Ascendancy at 13:10 Killed by Ivuma the corrupted mastocytic feeder at level 30 on the 10th Flare 123rd year of Ascendancy at 13:57 Killed by Belyyabeth the corrupted protoplasmic controller at level 30 on the 10th Flare 123rd year of Ascendancy at 15:44 Killed by Xanuyarin the corrupted protoplasmic controller at level 30 on the 1st Dusk 123rd year of Ascendancy at 00:13 Killed by Xanuyarin the corrupted protoplasmic controller at level 30 on the 1st Dusk 123rd year of Ascendancy at 02:09 Killed by corrupted dendritic hemospinner at level 31 on the 1st Dusk 123rd year of Ascendancy at 05:16 Killed by Bogurdan the dwarf at level 32 on the 19th Dusk 123rd year of Ascendancy at 04:26 Killed by Fioun the thalore at level 32 on the 25th Dusk 123rd year of Ascendancy at 03:08 Killed by golem (servant of Downr) at level 32 on the 26th Dusk 123rd year of Ascendancy at 14:09 Killed by golem (servant of Downr) at level 32 on the 27th Dusk 123rd year of Ascendancy at 17:56 Killed by Cyrylle the devourer at level 33 on the 47th Dusk 123rd year of Ascendancy at 16:57 Killed by shadow at level 33 on the 48th Dusk 123rd year of Ascendancy at 06:25 Killed by Gara the umbral horror at level 33 on the 48th Dusk 123rd year of Ascendancy at 08:22 Killed by golem (servant of Downr) at level 33 on the 59th Dusk 123rd year of Ascendancy at 09:51 Killed by golem (servant of Downr) at level 34 on the 61st Dusk 123rd year of Ascendancy at 23:46 Killed by Emoldawe the orc fighter at level 35 on the 75th Dusk 123rd year of Ascendancy at 10:48 Killed by Ividhenne the rogue at level 35 on the 76th Dusk 123rd year of Ascendancy at 16:50 Killed by golem (servant of Downr) at level 36 on the 4th Haze 123rd year of Ascendancy at 13:12 Killed by Iverinne the emperor wight at level 37 on the 6th Haze 123rd year of Ascendancy at 22:04 Killed by Adorilaith the orc mage-hunter at level 37 on the 7th Haze 123rd year of Ascendancy at 17:07 Killed by golem (servant of Downr) at level 37 on the 8th Haze 123rd year of Ascendancy at 06:36 Killed by golem (servant of Downr) at level 40 on the 21st Haze 123rd year of Ascendancy at 15:32 Killed by unknown at level 40 on the 21st Haze 123rd year of Ascendancy at 23:41 Killed by golem (servant of Downr) at level 40 on the 22nd Haze 123rd year of Ascendancy at 10:05 Killed by golem (servant of Downr) at level 40 on the 25th Haze 123rd year of Ascendancy at 09:29 Killed by Glorama the golem at level 40 on the 25th Haze 123rd year of Ascendancy at 14:52 Killed by Isunn the awoken tentacle tree at level 41 on the 64th Haze 123rd year of Ascendancy at 13:14 Killed by golem (servant of Downr) at level 42 on the 73rd Haze 123rd year of Ascendancy at 03:57 Killed by Cyrylenne the patchwork troll at level 42 on the 73rd Haze 123rd year of Ascendancy at 15:33 Killed by golem (servant of Downr) at level 42 on the 74th Haze 123rd year of Ascendancy at 05:30 Killed by golem (servant of Downr) at level 43 on the 76th Haze 123rd year of Ascendancy at 14:02 Killed by Betumirissra the venom drake at level 44 on the 78th Haze 123rd year of Ascendancy at 04:56 Killed by orc necromancer at level 44 on the 2nd Regrowth 124th year of Ascendancy at 18:16 Killed by orc blood mage at level 44 on the 37th Regrowth 124th year of Ascendancy at 15:04 Killed by Salatta the spitting spider at level 45 on the 44th Regrowth 124th year of Ascendancy at 22:26 Killed by overpowered greater multi-hued wyrm at level 46 on the 58th Regrowth 124th year of Ascendancy at 18:10 Killed by overpowered greater multi-hued wyrm at level 47 on the 58th Regrowth 124th year of Ascendancy at 20:38 Killed by overpowered greater multi-hued wyrm at level 47 on the 58th Regrowth 124th year of Ascendancy at 22:48 Killed by Aluin the Fallen at level 48 on the 12nd Pyre 124th year of Ascendancy at 00:10 Killed by golem (servant of Downr) at level 48 on the 13rd Pyre 124th year of Ascendancy at 03:01 Killed by golem (servant of Downr) at level 50 on the 58th Pyre 124th year of Ascendancy at 14:35 Killed by golem (servant of Downr) at level 50 on the 63rd Pyre 124th year of Ascendancy at 17:20 Killed by golem (servant of Downr) at level 50 on the 64th Pyre 124th year of Ascendancy at 11:35 Killed by Polylle the orc cryomancer at level 50 on the 74th Pyre 124th year of Ascendancy at 11:27 Killed by Yvith the orc berserker at level 50 on the 74th Pyre 124th year of Ascendancy at 19:56 Killed by golem (servant of Downr) at level 50 on the 74th Pyre 124th year of Ascendancy at 21:46 Killed by minotaur at level 50 on the 75th Pyre 124th year of Ascendancy at 03:33 Killed by Downr's Temporal Clone at level 50 on the 76th Pyre 124th year of Ascendancy at 01:09 Killed by forge-giant at level 50 on the 77th Pyre 124th year of Ascendancy at 14:41 Killed by forge-giant at level 50 on the 77th Pyre 124th year of Ascendancy at 16:38 |
Primary Stats
| Strength | 58 (base 51) |
| Dexterity | 26 (base 10) |
| Constitution | 73 (base 60) |
| Magic | 72 (base 60) |
| Willpower | 53 (base 38) |
| Cunning | 17 (base 10) |
Resources
| Life | 1028/1028 |
| Mana | 758/758 |
| Steam | 100/100 |
| Positive | 197/197 |
| Healing Factor | 1.6788888888886 |
| Regeneration | 13.850833333331 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666664% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 39 |
| Infravision | 2 |
| See Stealth | 34 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 45 |
| Crit Chance | 41% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 45 |
| Crit Chance | 59% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Blight | +48% |
| Physical | +8% |
| Cold | +17% |
| All | 0% |
| Lightning | +190% |
| Light | +50% |
| Fire | +15% |
| Mind | +24% |
Offense: Damage Penetration
| Blight | +40% |
| Lightning | +130% |
| Fire | +40% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 30 (35.629139072848%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 53 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 49%( 70%) |
| Cold | + 70%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 19%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Bleed Resistance | 50% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 50% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 665 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 516 damage for 6 turns. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 95%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Energy alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+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 Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by golem (servant of Downr). Escort: lost anorithil (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed green worm. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. * You've found the needed mummified bone. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 to join the slavers and take part in their game. You won the ring of blood! You 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 | Loremarain the Shimmerspawner (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% blight Changes resistances penetration: +25% lightning Changes damage: +30% blight / +24% lightning Infravision radius: +2 A pair of boots made of leather. |
| Quiver | 363 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. |
| Light source | Layessra the Dourpain Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +3 Wil Changes resistances: +6% darkness Changes resistances penetration: +15% all Changes damage: +20% light Blindness immunity: +50% Confusion immunity: +30% Equilibrium when hit: +0.16 Maximum mana: +40.00 Maximum hate: +6.00 Spell crit. chance: +4% Light radius: +27 See stealth: +34 See invisible: +21 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 1.8 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Chesus the Flashsin (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 lightning Changes resistances: +28% lightning / +11% temporal Changes damage: +30% light / +24% lightning Light radius: +7 A hat made of leather. Very stylish. |
| On hands | Stormtouch the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +2 Effects on melee hit: * 30% chance to daze at end of turn Changes damage: +21% lightning / +9% fire Talent granted: +3 Iron Grip Critical mult.: +10.00% Disarm immunity: +80% Spell crit. chance: +14% Mental crit. chance: +14% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Blazenaught the ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +1 lightning / +2 temporal / +1 blight / +2 fire / +2 cold Changes resistances penetration: +5% lightning Changes damage: +3% acid / +12% lightning Talent granted: +1 Ward Maximum vim: +5.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 73 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Boltsteel'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +12 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun Changes resistances: +6% nature / +9% cold Changes damage: +24% lightning Spell save: +26 (+8 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+6 eff.) Damage when hit (Melee): 4 blight Changes stats: +9 Dex / +3 Mag Changes resistances: +26% acid / +18% blight / +25% fire / +25% cold / +26% lightning Changes damage: +18% blight Critical mult.: +10.00% Spell save: +30 (+9 eff.) Maximum mana: +60.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Zerandil the StormknaveInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +15% fire / +15% mind / +16% cold Changes resistances penetration: +10% lightning Changes damage: +6% mind / +30% lightning Amulets can have magical properties. |
| In main hand | dragonbone vilestaff 'Festervenom' (30-36 power, 7 apr, lightning element) Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +10.0% Physical power: +14 (+3 eff.) Armour: +6 Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +2 Dex / +9 Con Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +3 (+1 eff.) Life regen: +2.00 Mana each turn: +5.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +9% Light radius: +5 Healing mod.: +28% Talent on hit(spell): Lightning (25% chance level 5). It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 148.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Cloudravager Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -12% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +21% lightning / +11% light / +11% darkness Changes resistances penetration: +25% lightning Changes damage: +6% fire Maximum encumbrance: +30 A belt that goes around your waist. |
| In off hand | Khelizor the Shocktrial (22-33 power, 34 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.0 - 33.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +34 Crit. chance: +23.0% Attack speed: 100% Block value: +46 Burst (radius 2) on crit: +16 lightning Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 16% chance to daze at end of turn Changes stats: +4 Dex Changes resistances: +24% lightning Changes resistances penetration: +25% lightning / +25% fire Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Galetickler (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 mind Changes stats: +3 Str / +4 Con Changes resistances: +45% lightning Changes resistances penetration: +15% lightning Changes damage: +18% mind / +9% lightning Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | silk robe 'Cloudsmasher' (3 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +6 Str / +7 Mag / +7 Wil Changes resistances: +24% lightning / +11% cold / +20% blight / +5% all Changes resistances penetration: +10% lightning / +25% blight Changes damage: +16% lightning / +8% physical / +17% cold Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
steam generator implant of the warrior (steam 10)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 286 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 461 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 461 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 592 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 592 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (622% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (727% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (633% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 17%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the sneak (+8 for 13 turns, die at -699)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -699 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+16 for 9 turns, die at -637)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 9 turns. While Heroism is active, you will only die when reaching -637 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 11; power 33; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 353 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 353 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.schematic: Pain Suppressor Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
SkyclamorCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes resistances penetration: +10% lightning / +20% fire Changes damage: +21% lightning Talent masteries: +0.22 Spell / Stone alchemy +0.22 Spell / Staff combat Amulets can have magical properties. |
Aerothad the BlazeviperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +34% mind / +15% lightning Changes resistances penetration: +20% lightning / +10% mind Changes damage: +15% mind Confusion immunity: +38% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
BethalaithInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +30% arcane Mindpower: +7 (+4 eff.) Rings can have magical properties. |
Kilnbolt the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +30% fire Changes resistances penetration: +15% mind / +25% fire Mental save: +9 (+4 eff.) Confusion immunity: +30% Rings can have magical properties. |
steel ring 'Glomira'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +4 Wil / +2 Mag Changes damage: +6% acid / +9% temporal Spell save: +4 (+1 eff.) Mental save: +8 (+4 eff.) Spellpower: +6 (+1 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
steel ring 'Sunclash'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +10 Wil Changes resistances: +22% lightning Changes damage: +11% lightning / +6% light Critical mult.: +5.00% Mental save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-5 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
voratun ring 'Daimubar'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +13 Defense: +17 (+6 eff.) Changes stats: +4 Cun / +5 Con Changes resistances: +19% blight / +9% temporal Changes resistances penetration: +10% acid Changes damage: +19% blight Grants telepathy: Humanoid/Orc Spell save: +18 (+6 eff.) Mental save: +15 (+7 eff.) Confusion immunity: +50% Maximum stamina: +40.00 Light radius: +2 Infravision radius: +1 See invisible: +9 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Dayspar'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Effects on melee hit: * 62% chance to blind Damage (Melee): 45 light Effects on ranged hit: * 31% chance to blind Damage (Ranged): 50 light Changes stats: +10 Dex / +8 Wil / +8 Cun Changes resistances: +15% blight / +6% mind Changes resistances penetration: +10% blight / +15% light Changes damage: +3% blight Disarm immunity: +50% Pinning immunity: +42% Knockback immunity: +50% Maximum life: +50.00 Mindpower: +12 (+6 eff.) Rings can have magical properties. |
yew magestaff 'Shadeobsidian' (28-33.6 power, 4 apr, lightning element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 28.0 - 33.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +8.0% Physical power: +11 (+3 eff.) Changes stats: +3 Str Changes resistances: +3% physical Changes damage: +28% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Stamina each turn: +0.40 Mana each turn: +0.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Eilinorawe (93-139.5 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: 93.0 - 139.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +16 physical When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Armour: +8 Changes stats: +4 Wil Changes resistances: +2% physical Changes damage: +6% mind Mental save: +31 (+15 eff.) Life regen: +0.60 Only die when reaching: -80.00 life Massive two-handed mauls. |
dwarven-steel steamgun 'Galeresolve'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * 40% chance to daze at end of turn Travel speed: +600% Burst (radius 1) on hit: +8 blight Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +27% lightning Changes damage: +12% blight / +17% physical / +30% lightning Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Deflector (22 def, 11 armour, 230 block)Requires: - Strength 38 - Talent Heavy Armour Training (level 2) Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +11 Defense: +22 (+7 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+8 eff.) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Ce'Nydatta the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +10 Dex / +4 Wil / +6 Cun / +4 Con Grants telepathy: Dragon See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Harufast' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Wil Changes resistances: +3% mind Grants telepathy: Humanoid/Orc Stamina each turn: +0.40 Maximum stamina: +13.00 Infravision radius: +3 See invisible: +3 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Disarm immunity: +0% Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 45.78 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
hardened leather gloves 'Runadogas' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +22 (+7 eff.) Armour penetration: +7 Armour: +2 Changes stats: +3 Str / +8 Dex / +4 Wil / +3 Cun / +4 Con Changes damage: +6% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +25% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% 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. |
hardened leather gloves 'Shimmerknave' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 lightning Changes resistances: +8% lightning / +15% mind Changes resistances penetration: +25% lightning Changes damage: +23% lightning / +6% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashprophet the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 6 mind Changes resistances: +6% mind / +3% acid Changes resistances penetration: +20% lightning Changes damage: +9% acid / +4% mind / +6% lightning Disarm immunity: +0% Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Gilegar the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +1 (+0 eff.) Changes stats: +5 Str / +1 Wil / +6 Cun Changes resistances: +16% fire Changes damage: +11% fire Light radius: +0 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Light radius: +0 Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Sparkweeper the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +6 Str / +6 Con Changes resistances: +9% nature / +24% lightning Changes damage: +18% lightning Physical save: +11 (+5 eff.) Mental save: +14 (+7 eff.) Light radius: +0 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Helm of Knowledge (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 Light radius: +0 It can be used without being worn. It can be used to sense the presence of unique objects, costing 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent 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: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
grounding voratun helm of strength (+10) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str Changes resistances: +13% lightning / +10% temporal Light radius: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
335 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. |
523 alchemist garnet0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
128 alchemist amber0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 4 When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
383 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
220 alchemist fire opal0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
285 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
109 alchemist moonstone0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
121 alchemist pearl0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
SingewhisperInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% light / +9% cold / +6% nature / +3% fire Changes damage: +9% fire Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Light radius: +5 See stealth: +0 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 183.00 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
dwarven lantern 'Darkstoker'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 12 mind Changes stats: +9 Cun / +7 Wil Changes resistances: +6% mind / +6% darkness Changes resistances penetration: +20% darkness / +10% mind Changes damage: +6% arcane / +6% mind / +9% darkness Critical mult.: +20.00% Mental save: +14 (+7 eff.) Light radius: -1 Infravision radius: +9 See stealth: +25 See invisible: +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent healing salve [power 148] potent healing salve [power 148]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 148, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 254] amazing healing salve [power 254]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 254, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blindpiety the voratun pickaxe (dig speed 20 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict 15% damage reduction Changes stats: +3 Str Changes resistances: +12% nature / +6% darkness Changes resistances penetration: +25% darkness Changes damage: +12% nature / +9% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+5 eff.) Mindpower: +5 (+3 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 8 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 50% 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. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
dwarven-steel torque of mindblast 'Bethata' [power 221] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +3 Dex / +2 Wil / +5 Cun / +3 Con Maximum wards: +2 physical / +3 mind / +4 darkness Talent granted: +1 Ward Infravision radius: +3 It can be used to fire a blast of psionic energies in a range 8 beam dealing 110.50 to 221.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Nightguile [power 115] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +9 Mag Changes resistances penetration: +10% darkness Changes damage: +12% darkness Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Infravision radius: +2 It can be used to heal a target within range 8 (based on Willpower) for 115, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Downr the Shalore Alchemist level 41
29th Haze 123rd year of Ascendancy at 00:09 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Downr the Shalore Alchemist level 33
49th Dusk 123rd year of Ascendancy at 15:08 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Downr the Shalore Alchemist level 39
18th Haze 123rd year of Ascendancy at 21:08 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Downr the Shalore Alchemist level 46
46th Regrowth 124th year of Ascendancy at 12:00 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Downr the Shalore Alchemist level 46
58th Regrowth 124th year of Ascendancy at 17:45 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Downr the Shalore Alchemist level 50
65th Pyre 124th year of Ascendancy at 00:06 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Downr the Shalore Alchemist level 44
1st Decay 123rd year of Ascendancy at 07:53 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Downr the Shalore Alchemist level 30
7th Flare 123rd year of Ascendancy at 12:20 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Downr the Shalore Alchemist level 48
6th Pyre 124th year of Ascendancy at 02:37 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Downr the Shalore Alchemist level 43
77th Haze 123rd year of Ascendancy at 22:19 see stats
Dethroned (Exploration mode)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Downr the Shalore Alchemist level 41
26th Haze 123rd year of Ascendancy at 14:22 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Downr the Shalore Alchemist level 35
71st Dusk 123rd year of Ascendancy at 19:44 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Downr the Shalore Alchemist level 22
51st Regrowth 123rd year of Ascendancy at 19:47 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Downr the Shalore Alchemist level 27
24th Pyre 123rd year of Ascendancy at 18:40 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Downr the Shalore Alchemist level 44
43rd Regrowth 124th year of Ascendancy at 07:06 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Downr the Shalore Alchemist level 33
49th Dusk 123rd year of Ascendancy at 14:31 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Downr the Shalore Alchemist level 10
12nd Dusk 122nd year of Ascendancy at 06:39 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Downr the Shalore Alchemist level 20
13rd Regrowth 123rd year of Ascendancy at 05:41 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Downr the Shalore Alchemist level 30
5th Flare 123rd year of Ascendancy at 20:57 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Downr the Shalore Alchemist level 40
18th Haze 123rd year of Ascendancy at 21:08 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Downr the Shalore Alchemist level 50
31st Pyre 124th year of Ascendancy at 00:33 see stats
Merry wintertide! (Exploration mode)
Finish the Santascape event and free the little helper elves.By Downr the Shalore Alchemist level 29
7th Mirth 123rd year of Ascendancy at 20:51 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Downr the Shalore Alchemist level 15
7th Decay 122nd year of Ascendancy at 06:21 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Downr the Shalore Alchemist level 36
3rd Haze 123rd year of Ascendancy at 08:09 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Downr the Shalore Alchemist level 36
3rd Haze 123rd year of Ascendancy at 07:56 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Downr the Shalore Alchemist level 43
78th Haze 123rd year of Ascendancy at 02:55 see stats
Take you with me (Exploration mode)
Killed a boss while already dead.By Downr the Shalore Alchemist level 40
25th Haze 123rd year of Ascendancy at 14:52 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Downr the Shalore Alchemist level 21
27th Regrowth 123rd year of Ascendancy at 09:55 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Downr the Shalore Alchemist level 9
8th Dusk 122nd year of Ascendancy at 08:00 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Downr the Shalore Alchemist level 33
49th Dusk 123rd year of Ascendancy at 15:08 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Downr the Shalore Alchemist level 11
26th Dusk 122nd year of Ascendancy at 10:43 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Downr the Shalore Alchemist level 17
1st Regrowth 123rd year of Ascendancy at 21:55 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Downr the Shalore Alchemist level 48
3rd Pyre 124th year of Ascendancy at 23:21 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Downr the Shalore Alchemist level 27
19th Pyre 123rd year of Ascendancy at 00:56 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Downr the Shalore Alchemist level 19
12nd Regrowth 123rd year of Ascendancy at 02:09 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Downr the Shalore Alchemist level 38
13rd Haze 123rd year of Ascendancy at 15:13 see stats
You were not supposed to see that! (Exploration mode)
Read a Forbidden Tome.By Downr the Shalore Alchemist level 40
24th Haze 123rd year of Ascendancy at 16:24 see stats
Log
Wretchling's acid area effect hits Downr for 17 acid damage.
Wretchling's acid area effect hits Quasit for 47 acid damage.
Wretchling's acid area effect hits Downr for 26 acid damage.
Downr's Body of Fire hits Forge-giant for 11 fire damage.
Wretch titan's acid area effect hits Quasit for 55 acid damage.
Wretchling's acid area effect hits Quasit for 47 acid damage.
Wretchling's acid area effect hits Downr for 26 acid damage.
Forge-giant's cleansing fire area effect hits Quasit for 108 fire damage.
Forge-giant's cleansing fire area effect hits Forge-giant for 0 fire damage.
Forge-giant's cleansing fire area effect hits Downr for 87 fire damage.
Forge-giant's cleansing fire area effect hits Forge-giant for 0 fire damage.
Forge-giant uses Throw Boulder.
Forge-giant hurls a huge boulder at Downr!
Downr vanishes from sight.
Downr deactivates Secrets of the Eternals.
Downr is knocked back!
Forge-giant hits Downr for 300 physical damage.
Downr the level 50 shalore alchemist was cleaved to death by a forge-giant on level 1 of orbital fearscape platform.
Downr is no longer invisible.
Downr deactivates Chant of Fortitude.
Downr stops burning.
Downr deactivates Lightning Infusion.
Downr deactivates Ice Core.
Downr deactivates Body of Fire.
The raging fire around Downr calms down and disappears.
Downr is not stunned anymore.
Downr deactivates Range Amplification Device.
Downr deactivates Living Lightning.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.



















































































































































