











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. 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:
Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Solipsist |
| Level / Exp | 50 / 1723% |
| Size | medium |
| Lifes / Deaths | 0 / 7 |
Primary Stats
| Strength | 89 (base 60) |
| Dexterity | 37 (base 9) |
| Constitution | 36 (base 14) |
| Magic | 27 (base 14) |
| Willpower | 89 (base 63) |
| Cunning | 94 (base 60) |
Resources
| Life | 588/588 |
| Mana | 789/789 |
| Psi | 636/636 |
| Steam | 100/100 |
| Healing Factor | 1.8793203883496 |
| Regeneration | 9.3026359223305 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 43.788166841648 |
| See Invisible | 43.788166841648 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 49 |
| Crit Chance | 58% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 49 |
| Crit Chance | 58% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 89 |
| Crit Chance | 82% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Mind | +31% |
| Blight | +19% |
| Physical | +45% |
| Fire | +18% |
| All | +4% |
Offense: Damage Penetration
| Physical | +18% |
| Acid | +15% |
| Mind | +62% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 121 (87.462686567164%) |
| Defense | 44 |
| Ranged Defense | 52 |
| Fatigue | 15 |
| Physical Save | 65.09 |
| Spell Save | 54.31 |
| Mental Save | 52 |
Defense: Resistances
| Blight | 32%( 77%) |
| Physical | 34%( 77%) |
| Cold | 32%( 77%) |
| All | 20%( 77%) |
| Lightning | 68%( 77%) |
| Light | 32%( 77%) |
| Darkness | 42%( 77%) |
| Mind | 25%( 77%) |
| Nature | 27%( 77%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Knockback Resistance | 30% |
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 167% efficiency and cooldown mod of 51%. |
| 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 165% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Discharge | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 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& And now for a grave | 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 |
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 |
Back and there again | active |
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 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Mayuvena the stone troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by luminous horror. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by worm that walks (servant of Lisoma the vampire). Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | done |
Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Brainworm. 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 |
Hunt for the legendary Plumpkin! | 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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 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&LIGHT_GREEN | 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 |
You aided various denizens of Maj&039;s new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an 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 serendipity. 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 |
The Doom of the World! | completed |
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 |
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 sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITESLATEWHITESLATEWHITELIGHT_GREEN | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
Till the Blood Runs Clear | 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 | pair of voratun boots &039; (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -2% Changes stats: +6 Cun Changes resistances: +15% lightning Changes resistances penetration: +15% acid Talent granted: +5 Rocket Boots Spell save: +30 (+7 eff.) Disease immunity: +30% Knockback immunity: +25% Life regen: +4.70 Only die when reaching: -99.00 life Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | Scattermind (20/20, 115% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Power: 115% Range: 1.2x Uses stats: 40% Wil, 60% Dex, 60% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
| Light source | FalarokanInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Damage when hit (Melee): 16 physical Critical mult.: +31.00% Physical save: +28 (+5 eff.) Maximum stamina: +5.00 Light radius: +3 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Loramanarichik the Flashbrawn (7 def, 14 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +14 Defense: +7 (+3 eff.) Fatigue: +5% Effects on melee hit: * 24% chance to disease Damage when hit (Melee): 12 mind / 8 lightning Changes stats: +10 Dex / +10 Cun / +14 Lck Changes resistances: +9% blight / +24% darkness / +5% all Changes resistances penetration: +10% mind Changes damage: +12% mind Physical save: +15 (+2 eff.) Mental save: +15 (+5 eff.) Silence immunity: +0% Spell crit. chance: +6% Mental crit. chance: +7% Infravision radius: +8 A hat made of leather. Very stylish. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Talent granted: +5 Fatal Attractor Spell save: +15 (+4 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 196.56 arcane damage and stunned), costing 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Hettantir [power 28] (17/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str Changes damage: +12% physical Physical save: +15 (+2 eff.) Only die when reaching: -80.00 life It can be used to teleport randomly (rad 28), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | LayelemaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 49% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 physical Changes stats: +3 Dex / +8 Wil / +7 Cun Changes damage: +9% physical Stamina each turn: +1.00 Only die when reaching: -99.00 life Maximum stamina: +55.00 Mindpower: +15 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
| Around neck | Satyrfoe the voratun amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Changes stats: +2 Mag / +8 Wil Changes resistances: +9% nature Changes resistances cap: +7% all Changes resistances penetration: +32% mind Changes damage: +15% blight / +14% fire Critical mult.: +19.00% Physical save: +26 (+5 eff.) Mental save: +14 (+5 eff.) Confusion immunity: +25% Mana each turn: +0.16 Vim when firing critical spell: +2.00 Spellpower: +15 (+2 eff.) Mindpower: +14 (+3 eff.) Amulets can have magical properties. |
| In main hand | Bethana (116% power, 40 apr, nature damage) =Parasitic=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power: 116% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 49% * flashes light on your target dealing 94 damage When wielded/worn: Damage when hit (Melee): 20 physical Changes stats: +2 Wil Changes resistances: +18% physical / +9% light / +6% cold Changes resistances penetration: +18% physical Changes damage: +9% acid / +20% physical / +6% mind Critical mult.: +15.00% Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Hate when firing a critical mind attack: +6.00 Maximum hate: +16.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +43 Life leech chance: +25% Life leech: +23% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Glowrock the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Fatigue: +0% Damage when hit (Melee): 20 blight Changes stats: +5 Dex / +3 Mag / +5 Cun Changes resistances: +6% blight / +6% mind / +6% light Maximum encumbrance: +0 Stun/Freeze immunity: +15% Only die when reaching: -91.00 life Maximum vim: +30.00 Spellpower: +14 (+2 eff.) Mental crit. chance: +8% Damage Shield penetration: +50% A belt that goes around your waist. |
| In off hand | Samindil the pulsing mindstar (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 107% Range: 1.1x Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 99 damage When wielded/worn: Changes stats: +3 Dex Critical mult.: +15.00% Psi when hit: +0.20 Hate when firing a critical mind attack: +5.00 Maximum hate: +20.00 Maximum psi: +50.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +18% Life leech chance: +13% Life leech: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak &039; (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +30% lightning Changes resistances penetration: +20% mind Changes damage: +9% mind Physical save: +7 (+1 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +50% Hate when firing a critical mind attack: +2.00 Only die when reaching: -50.00 life Maximum psi: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun plate armour &039; (15 def, 63 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +20 (+5 eff.) Armour: +63 Defense: +15 (+5 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +17% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 50 physical Changes stats: +7 Str / +8 Mag / +10 Wil Changes resistances: +15% lightning / +9% cold / +3% darkness Physical save: +15 (+2 eff.) Spell save: +15 (+4 eff.) Knockback immunity: +5% Teleport immunity: +10% Spellpower: +16 (+2 eff.) Spell crit. chance: +8% Mindpower: +22 (+5 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. |
Inventory
medical injector implant of the duelist (efficiency 134% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.2 steam per turn. Can be activated for an instant burst of 31 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14)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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13)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: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)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: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)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: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.2 steam per turn. Can be activated for an instant burst of 21 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 14)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: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 12)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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 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.. |
steam generator implant of the wizard (steam 6)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: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.movement infusion (712% speed; 9 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level.movement infusion (712% speed; 9 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 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
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..." |
Rune of the Rift (506.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 526.24 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
controlled phase door rune of the warrior (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Strength 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. |
controlled phase door rune of the warrior (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 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 in a range of 13. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level.lightning rune (364 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 121.33 to 364.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
teleportation rune (range 77)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. 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. |
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. |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Aeradevor the StrikecryptInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 lightning Changes resistances: +35% lightning / +18% mind Changes resistances penetration: +20% lightning / +20% mind Changes damage: +33% acid Stun/Freeze immunity: +40% Amulets can have magical properties. |
Aleharahell the BrightvenomPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Defense: +11 (+4 eff.) Ranged Defense: +11 (+4 eff.) Damage when hit (Melee): 12 blight / 20 physical Changes stats: +10 Dex Changes resistances penetration: +20% light / +15% physical Changes damage: +13% blight / +13% fire Critical mult.: +14.00% Physical save: +37 (+7 eff.) Spellpower: +13 (+2 eff.) Amulets can have magical properties. |
Arthilach the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Cun Changes resistances: +15% acid Reduces incoming crit damage: 15.00% Mental save: +15 (+5 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
CloudpietyCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 36% chance to daze at end of turn Changes resistances: +12% acid / +12% lightning Changes damage: +18% lightning / +18% fire / +27% acid Talent mastery: +0.29 Psionic / Nightmare Amulets can have magical properties. |
Daneth&Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General& |
LightningcrackInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+5 eff.) Armour: +7 Defense: +26 (+9 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Lck / +7 Cun Changes resistances: +6% cold / +12% nature / +3% temporal Changes resistances cap: +4% all Changes resistances penetration: +15% lightning Physical save: +21 (+4 eff.) Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Radiancetooth the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to disease * 30% chance to blind Changes stats: +8 Dex / +7 Cun / +11 Con Cut immunity: +60% Life regen: +0.80 Stamina each turn: +1.20 Light radius: +2 Movement speed: +10% Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 513 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 1.6 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
VorothPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +11 (+4 eff.) Ranged Defense: +11 (+4 eff.) Fatigue: -8% Changes stats: +5 Str / +14 Mag Disarm immunity: +20% Only die when reaching: -99.00 life Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Amulets can have magical properties. |
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. |
cleansing stralite amulet of perfection (0.34 Psionic / Dream Forge,0.34 Psionic / Psychic Assault)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +24% nature / +24% blight Talent masteries: +0.34 Psionic / Dream Forge +0.34 Psionic / Psychic Assault Poison immunity: +41% Disease immunity: +43% Amulets can have magical properties. |
cleansing voratun amulet of perfection (0.40 Psionic / Slumber,0.40 Psionic / Feedback)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +29% nature / +24% blight Talent masteries: +0.40 Psionic / Feedback +0.40 Psionic / Slumber Poison immunity: +50% Disease immunity: +43% Amulets can have magical properties. |
enraging stralite amulet of perfection (0.23 Psionic / Dreaming,0.23 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +8% physical Talent masteries: +0.23 Psionic / Dreaming +0.23 Cunning / Survival Combat speed: +10% Amulets can have magical properties. |
gold amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +9 Wil Changes resistances: +18% blight / +6% arcane Grants telepathy: Demon/Minor Demon/Major Life regen: +2.80 Mindpower: +6 (+1 eff.) Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +60 Amulets can have magical properties. |
protective voratun amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +11 (+4 eff.) Changes resistances cap: +7% all Physical save: +24 (+5 eff.) Teleport immunity: +50% It can be used to teleport you randomly (rad 57), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
starseer&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes damage: +8% darkness / +8% temporal / +8% light / +7% physical Talent masteries: +0.40 Psionic / Dream Smith +0.40 Psionic / Feedback Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
stralite amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +16 (+4 eff.) Armour: +7 Changes stats: +7 Dex / +13 Con Changes resistances penetration: +20% fire Life regen: +1.00 Amulets can have magical properties. |
stralite amulet of perfection (0.32 Psionic / Dreaming,0.32 Steamtech / Chemistry)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.32 Psionic / Dreaming +0.32 Steamtech / Chemistry Amulets can have magical properties. |
vitalizing stralite amulet of perfection (0.20 Steamtech / Physics,0.20 Psionic / Psychic Assault)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Talent masteries: +0.20 Steamtech / Physics +0.20 Psionic / Psychic Assault Physical save: +17 (+3 eff.) Life regen: +2.60 Maximum life: +70.00 Amulets can have magical properties. |
voratun amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Changes resistances: +6% arcane / +12% cold Mental save: +9 (+3 eff.) Cut immunity: +80% Confusion immunity: +20% Pinning immunity: +40% Stun/Freeze immunity: +15% Light radius: +4 Healing mod.: +27% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 513 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
wanderer&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +9 Cun / +9 Con Talent mastery: +0.34 Psionic / Thought-Forms Life regen: +1.10 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
warrior&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +7% physical Teleport immunity: +50% Stamina each turn: +0.80 It can be used to teleport you randomly (rad 42), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
BreezegleanInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +3 Con Changes resistances penetration: +5% nature Physical save: +6 (+1 eff.) Rings can have magical properties. |
DaireyakathPowered 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: +15 (+8 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Dex / +7 Mag / +10 Wil / +10 Cun Changes damage: +9% temporal Reduces incoming crit damage: 5.00% Mental save: +8 (+3 eff.) Spellpower: +14 (+2 eff.) Light radius: +3 Rings can have magical properties. |
Kindleriver the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 69% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 44 light Changes resistances: +24% light / +12% fire Changes damage: +9% light Physical save: +9 (+2 eff.) Only die when reaching: -60.00 life Maximum stamina: +30.00 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 (+3 eff.) Mental save: +10 (+4 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. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTANTIQUE_WHITE |
Salata the ArcknaveCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +16 Changes stats: +8 Str / +3 Dex / +4 Mag / +6 Wil / +6 Cun / +4 Con Changes resistances: +6% lightning Changes damage: +7% all Spellpower: +17 (+3 eff.) Mindpower: +27 (+6 eff.) See invisible: +9 Rings can have magical properties. |
Ulfyrig the EbonyjeerCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+13 eff.) Physical power: +15 (+4 eff.) Damage when hit (Melee): 4 darkness Changes stats: +9 Str / +13 Dex / +8 Con Changes resistances: +6% fire / +6% darkness / +5% arcane Changes resistances penetration: +15% arcane / +5% darkness Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 19.72 cold and 27.50 physical damage (based on Willpower) each turn and knocking opponents back, costing 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-6 eff.) Spell save: -30 (-8 eff.) Mental save: -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +8 Con Changes resistances: +12% light Changes damage: +6% physical Critical mult.: +6.00% Physical save: +34 (+6 eff.) Life regen: +1.20 Only die when reaching: -40.00 life Light radius: +2 Rings can have magical properties. |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +32% fire Changes damage: +16% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.warrior& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +13 Armour: +18 Defense: +15 (+5 eff.) Changes stats: +9 Str It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 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 110% 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. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel dagger of massacre (134% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 134% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun dagger (148% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +12 Changes resistances penetration: +9% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer& Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +8 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances penetration: +8% physical Changes damage: +9% physical Disarm immunity: +14% Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer& Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +12% physical Disarm immunity: +26% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Armubers the Chargestinger (166% power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 167% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 lightning / +24 temporal / +28 acid / +24 nature / +24 mind Burst (radius 1) on hit: +20 acid When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Changes resistances penetration: +33% lightning / +25% acid Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.iron longsword of crippling (101% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 101% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Cloudwrither (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +13.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +6 Changes stats: +2 Str / +2 Mag Changes resistances penetration: +15% lightning / +30% physical Changes damage: +25% darkness / +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.34 Maximum life: +40.00 Maximum mana: +82.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood magestaff of might (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent dragonbone vilestaff of channeling (152% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +42% acid Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower: +37 (+6 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elemental voratun steamsaw of evisceration (149% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +14.0% Physical power: +15 (+4 eff.) Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances penetration: +17% acid / +17% fire / +14% lightning / +15% cold Talent granted: +3 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! |
This item will automatically be transmogrified when you leave the level.icy voratun steamsaw of crippling (149% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +108 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +14.0% Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Damage (Melee): 10 cold Damage when hit (Melee): 20 ice Talent granted: +3 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! |
This item will automatically be transmogrified when you leave the level.impervious stralite steamsaw of resistance (140% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 141% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +77 Attacks use: 1.0 Steam When wielded/worn: Armour: +16 Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +7 Con Changes resistances: +8% acid / +9% fire / +11% lightning / +11% cold Talent granted: +2 Block Physical save: +13 (+2 eff.) 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! |
LoriruizorInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Armour: +8 Changes stats: +2 Str / +4 Con Changes resistances: +2% physical Changes damage: +6% physical Mental save: +11 (+4 eff.) Life regen: +0.40 Only die when reaching: -40.00 life Mindpower: +8 (+2 eff.) A belt that goes around your waist. |
hardened leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +15% temporal Changes resistances penetration: +20% mind Changes damage: +21% mind Spell save: +10 (+3 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt &039;Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +14 Fatigue: +0% Changes stats: +8 Str Maximum encumbrance: +0 Physical save: +35 (+6 eff.) Life regen: +2.20 Maximum stamina: +25.00 Healing mod.: +18% A belt that goes around your waist. |
noble&Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Reduced damage from: +24% Summoned A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Shineblow (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +9 Dex / +9 Mag / +6 Wil / +6 Cun Changes resistances: +0% lightning / +9% light / +20% blight / +15% fire / +16% nature Changes damage: +9% light Spell save: +14 (+4 eff.) Stun/Freeze immunity: +0% Life regen: +2.40 Maximum mana: +76.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak &039; (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Defense: +18 (+6 eff.) Fatigue: -7% Changes resistances: +20% blight / +1% physical / +19% nature / +0% lightning Physical save: +44 (+8 eff.) Stun/Freeze immunity: +0% Life regen: +3.80 Maximum stamina: +15.00 Maximum vim: +40.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight Life regen: +3.30 Maximum life: +88.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Str / +7 Mag / +7 Wil Changes resistances: +15% lightning / +15% cold / +20% blight Changes damage: +20% lightning / +15% physical / +20% cold Life regen: +6.00 Maximum life: +89.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aretta the pair of drakeskin leather boots (0 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Armour: +19 Fatigue: +5% Changes stats: +3 Str / +2 Con Changes resistances penetration: +5% mind Critical mult.: +12.00% Mental crit. chance: +4% Infravision radius: +3 A pair of boots made of leather. |
Belihor the pair of dwarven-steel boots (9 def, 21 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +21 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +2 Str Changes resistances: +12% lightning Changes damage: +6% physical Critical mult.: +18.00% Life regen: +0.40 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn&039;ve clearly seen extensive use. |
Fulichik the Cloudcast (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% lightning Changes damage: +30% mind / +12% lightning Life regen: +3.90 Healing mod.: +22% 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! |
Malerion (0 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +18.0% Physical power: +2 (+0 eff.) Armour: +13 Effects on melee hit: * 21% chance to cause random gloom Damage (Melee): 13 physical / 31 darkness / 28 mind Changes stats: +1 Str Changes damage: +11% physical Critical mult.: +15.00% Mental save: -5 (-1 eff.) Spell crit. chance: +17% Mindpower: +10 (+2 eff.) Mental crit. chance: +19% It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
brawler&Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 12 arcane Changes stats: +5 Str / +5 Dex / +9 Mag / +9 Wil / +4 Cun Changes resistances: +9% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.heroic voratun gauntlets of the nighthunter (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +9 Changes stats: +6 Cun Changes resistances: +15% darkness Mental save: +14 (+5 eff.) Maximum life: +66.00 Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Glewen (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +9 Fatigue: +3% Changes stats: +9 Str / +6 Dex / +0 Cun Changes resistances: +12% blight Mental save: +0 (+0 eff.) Only die when reaching: -80.00 life A hat made of leather. Very stylish. |
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: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects, costing 12 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+2 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 60 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Rhydrarim the drakeskin leather cap (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +8.0% Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Dex / +7 Cun / +2 Con / +17 Lck Changes resistances penetration: +33% arcane Mana each turn: +0.24 Vim when firing critical spell: +3.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +8% Mental crit. chance: +8% Light radius: +2 A cap made of leather. |
clarifying elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +6 Cun / +10 Con Changes damage: +16% arcane Mental save: +11 (+4 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat of earthrunes (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Con It can be used to activate talent Stone Wall, placing all other charms into a 48 cooldown : Effective talent level: 1.0 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 76.06 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.warlord& Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +10 Wil / +4 Cun Changes resistances: +12% physical Physical save: +14 (+2 eff.) Mindpower: +6 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.fearforged stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +27% Changes stats: +9 Con Changes resistances: +37% fire / -18% light / +13% darkness Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating reinforced leather armour of delving (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +9 Str Changes resistances: +18% darkness / +13% physical Life regen: +4.50 Stamina each turn: +2.10 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing hardened leather armour of the deep (3 def, 10 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 17 acid / 14 fire Damage when hit (Melee): 12 acid / 11 fire Changes resistances: +32% acid / +20% fire / +11% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Dagaroddatar the stralite plate armour (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes resistances: +9% darkness / +18% blight / +12% fire / +9% arcane / +9% nature Changes resistances penetration: +20% blight Changes damage: +18% acid Physical save: +40 (+8 eff.) Spell save: +22 (+5 eff.) Disease immunity: +15% Disarm immunity: +35% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.warded iron shield of radiance (4 def, 2 armour, 24 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 15% chance to blind Changes stats: +2 Mag / +4 Con Changes resistances: +12% light Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talents granted: +1 Ward +1 Block Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level.plaguebringer& Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 30% chance to disease * 25% chance to put talents on cooldown Damage (Ranged): +30 blight Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of the leech (18/18, 165% power, 18 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 18 On weapon hit: * Slows global speed by 30% * leeches stamina from the target Arrows are used with bows to pierce your foes to death. |
466 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Beyhad (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +2 Wil Changes resistances: +11% nature Changes damage: +6% nature / +12% physical Critical mult.: +9.00% Only die when reaching: -80.00 life Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bokimarain the Poxvice (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +16 Changes stats: +3 Str Changes resistances: +15% nature Changes damage: +22% nature Reduces incoming crit damage: 18.00% Physical save: +18 (+3 eff.) Mental save: +36 (+11 eff.) Poison immunity: +30% Silence immunity: +20% Knockback immunity: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glimmermonster (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning / +15% temporal / +20% darkness / +20% fire / +6% light Physical save: +23 (+4 eff.) Spell save: +9 (+2 eff.) Confusion immunity: +15% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glowsever the voratun pickaxe (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +10 Changes stats: +13 Str / +9 Wil Changes resistances: +9% light / +9% blight Reduces incoming crit damage: 15.00% Physical save: +30 (+5 eff.) Blindness immunity: +35% Cut immunity: +25% Silence immunity: +15% Disarm immunity: +20% Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe &039; (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +8 (+2 eff.) Armour: +4 Changes stats: +5 Str Changes resistances: +3% lightning / +3% physical / +6% temporal / +12% acid Critical mult.: +15.00% Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Anygund the alchemist&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +4 Con Changes resistances: +15% mind Changes resistances penetration: +15% mind Grants telepathy: Dragon Reduces incoming crit damage: 18.00% Light radius: +7 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
DourzephyrInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +4 Dex Changes resistances: +6% acid / +3% cold / +15% blight / +15% lightning Changes damage: +3% mind Grants telepathy: Humanoid/Orc All Maximum life: +64.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 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 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 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 3, doing 12.77 cold damage and 17.81 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 76.43 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 76.43 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (142 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist&039;Moldsting&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% nature / +12% mind Changes resistances penetration: +5% nature / +20% mind Maximum life: +44.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
dreamer&039;s lamp of corpselightPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +11% blight / +8% darkness Mental save: +9 (+3 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Mental crit. chance: +9% Light radius: +3 Infravision radius: +5 See invisible: +11 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 18 cooldown : Effective talent level: 2.2 Power cost: 18 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 28 blight damage or heals 35 life. Creatures standing in the retch also have 12% 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% darkness Changes damage: +11% light Damage affinity(heal): +5% light Blindness immunity: +45% Confusion immunity: +20% Light radius: +10 See stealth: +16 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 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. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eternity&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 60 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
Atamathon&0.00 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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 77% of the healing done. This effect scales with your Magic stat., costing 45 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 320.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 21] amazing fiery salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (21% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 21] amazing frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 309] amazing healing salve [power 309]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 309, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 270] amazing pain suppressor salve [power 270]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -270 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing unstoppable force salve [power 86] amazing unstoppable force salve [power 86]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to increases all saves by 86 and healing factor by half, putting Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing water salve [power 21] amazing water salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (21% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% 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 &ORANGELAST039; 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! |
voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
Furnacepower the dwarven-steel torque of psychoportation [power 42] (17/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +9 Str / +10 Mag Changes resistances penetration: +25% light Changes damage: +12% fire Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence Reduces incoming crit damage: 15.00% See invisible: +12 It can be used to teleport randomly (rad 42), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Phoenixfame the voratun torque of kinetic psionic shield [power 143] (17/12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% mind / +9% cold Changes resistances penetration: +20% fire Talent cooldown: Silence (-2 turns) Talents granted: +4 Telekinetic Blast +10 Silence Physical save: +6 (+1 eff.) Disease immunity: +10% Pinning immunity: +15% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 143 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield &039; [power 93] (17/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes damage: +9% arcane Talent granted: +4 Telekinetic Blast Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Equilibrium when hit: +0.32 Vim when firing critical spell: +5.00 Mental crit. chance: +5% Damage Shield penetration: +30% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Islysetira [power 135] (17/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Blindness immunity: +15% Cut immunity: +10% It can be used to heal a target within range 9 (based on Willpower) for 135, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
Lisakira the dragonbone totem of thorny skin [power 90] (17/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +15% blight / +9% lightning Physical save: +30 (+5 eff.) Blindness immunity: +15% Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
Persistant WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 15 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth& |
Rainfoe [power 49] (17/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -10% Effects on melee hit: * Slows global speed by 36% Changes stats: +3 Str Changes resistances: +21% nature Changes resistances penetration: +25% nature Changes damage: +15% mind Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Reduces incoming crit damage: 18.00% Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Skymark [power 69] (17/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +2 Physical power: +10 (+2 eff.) Changes resistances: +12% acid / +9% lightning Changes damage: +6% acid Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws Physical save: +39 (+7 eff.) Life regen: +0.80 Only die when reaching: -100.00 life It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Zubathra [power 4] (17/6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour: +18 Changes stats: +4 Dex / +3 Con Physical save: +45 (+8 eff.) Mental save: +30 (+10 eff.) Knockback immunity: +25% It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments &039; [power 2] (17/6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% arcane / +24% temporal Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws Spell save: +38 (+8 eff.) It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin &039; [power 90] (17/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Fatigue: -4% Changes stats: +4 Str Changes resistances: +3% physical Maximum wards: +5 acid / +4 nature / +3 light Changes resistances penetration: +30% physical Changes damage: +9% physical Talent granted: +1 Ward Critical mult.: +12.00% Reduces incoming crit damage: 15.00% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments &039; [power 3] (17/6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Wil / +6 Cun / +4 Con Grants telepathy: All Reduces incoming crit damage: 15.00% Light radius: +3 It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin &039; [power 40] (17/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Con Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +2 Lay Web +1 Rushing Claws Critical mult.: +3.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Beoldil the Shinepython [power 289] (17/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 31% chance to blind Damage when hit (Melee): 16 blight Changes stats: +5 Wil / +3 Mag Changes resistances penetration: +15% light Changes damage: +18% blight Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +3 Damage Shield penetration: +30% It can be used to fire a bolt of a random element with (base) damage 144 to 289, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 70 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
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, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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% 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Brainworm the Ghoul Solipsist level 38
16th Haze 123rd year of Ascendancy at 21:42 see stats
A different point of view (Madness (Adventure) difficulty)
42nd Dusk 123rd year of Ascendancy at 02:21 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Brainworm the Ghoul Solipsist level 38
15th Haze 123rd year of Ascendancy at 07:31 see stats
Arachnophobia (Madness (Adventure) difficulty)
Destroyed the spydric menace.By Brainworm the Ghoul Solipsist level 50
5th Dusk 124th year of Ascendancy at 10:19 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Brainworm the Ghoul Solipsist level 42
62nd Regrowth 124th year of Ascendancy at 19:23 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Brainworm the Ghoul Solipsist level 28
75th Regrowth 123rd year of Ascendancy at 04:32 see stats
Can you bear it? So much bearness! (Madness (Adventure) difficulty)
Killed Borius in the Bearscape.By Brainworm the Ghoul Solipsist level 31
1st Dusk 123rd year of Ascendancy at 00:08 see stats
Catch that Plumpkin! (Madness (Adventure) difficulty)
Finish the Plumpkin event.By Brainworm the Ghoul Solipsist level 50
10th Regrowth 125th year of Ascendancy at 08:23 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Brainworm the Ghoul Solipsist level 9
3rd Dusk 122nd year of Ascendancy at 11:57 see stats
Destroyer of the creation (Madness (Adventure) difficulty)
Killed Slasul.By Brainworm the Ghoul Solipsist level 50
51st Dusk 124th year of Ascendancy at 05:28 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Brainworm the Ghoul Solipsist level 40
53rd Haze 123rd year of Ascendancy at 01:50 see stats
Don't Poosh it! (Madness (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Brainworm the Ghoul Solipsist level 35
72nd Dusk 123rd year of Ascendancy at 22:58 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Brainworm the Ghoul Solipsist level 31
10th Flare 123rd year of Ascendancy at 18:01 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Brainworm the Ghoul Solipsist level 22
70th Haze 122nd year of Ascendancy at 03:48 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Brainworm the Ghoul Solipsist level 32
40th Dusk 123rd year of Ascendancy at 17:50 see stats
Fast Curse Dispel (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Brainworm the Ghoul Solipsist level 9
3rd Dusk 122nd year of Ascendancy at 11:57 see stats
Got eggs? (Madness (Adventure) difficulty)
Finish the Pikataclysm event.By Brainworm the Ghoul Solipsist level 50
36th Dusk 124th year of Ascendancy at 18:01 see stats
Home sweet home (Madness (Adventure) difficulty)
1st Flare 123rd year of Ascendancy at 16:03 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Brainworm the Ghoul Solipsist level 10
11st Dusk 122nd year of Ascendancy at 22:10 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Brainworm the Ghoul Solipsist level 20
4th Haze 122nd year of Ascendancy at 08:34 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Brainworm the Ghoul Solipsist level 30
59th Pyre 123rd year of Ascendancy at 23:55 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Brainworm the Ghoul Solipsist level 40
49th Haze 123rd year of Ascendancy at 18:13 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Brainworm the Ghoul Solipsist level 50
8th Mirth 124th year of Ascendancy at 03:19 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Brainworm the Ghoul Solipsist level 21
39th Haze 122nd year of Ascendancy at 20:08 see stats
Race through fire (Madness (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Brainworm the Ghoul Solipsist level 50
69th Dusk 124th year of Ascendancy at 20:16 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Brainworm the Ghoul Solipsist level 43
66th Regrowth 124th year of Ascendancy at 15:22 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Brainworm the Ghoul Solipsist level 23
72nd Haze 122nd year of Ascendancy at 18:44 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Brainworm the Ghoul Solipsist level 41
58th Regrowth 124th year of Ascendancy at 05:53 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Brainworm the Ghoul Solipsist level 20
5th Haze 122nd year of Ascendancy at 14:32 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Brainworm the Ghoul Solipsist level 9
8th Dusk 122nd year of Ascendancy at 19:07 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Brainworm the Ghoul Solipsist level 32
42nd Dusk 123rd year of Ascendancy at 02:21 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Brainworm the Ghoul Solipsist level 50
60th Dusk 124th year of Ascendancy at 05:13 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Brainworm the Ghoul Solipsist level 8
3rd Summertide 122nd year of Ascendancy at 12:41 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Brainworm the Ghoul Solipsist level 26
63rd Regrowth 123rd year of Ascendancy at 01:07 see stats
There and back again (Madness (Adventure) difficulty)
9th Pyre 124th year of Ascendancy at 07:34 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Brainworm the Ghoul Solipsist level 22
70th Haze 122nd year of Ascendancy at 19:45 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Brainworm the Ghoul Solipsist level 17
64th Dusk 122nd year of Ascendancy at 09:52 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Brainworm the Ghoul Solipsist level 37
14th Haze 123rd year of Ascendancy at 18:25 see stats
You were not supposed to see that! (Madness (Adventure) difficulty)
Read a Forbidden Tome.By Brainworm the Ghoul Solipsist level 50
2nd Summertide 124th year of Ascendancy at 06:01 see stats





























































































































































































