









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 31 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Aerutira the gigantic gravity worm at level 17 on the 46th Dusk 122nd year of Ascendancy at 02:38 0 / 7Killed by Elolramina the worm that walks at level 24 on the 42nd Haze 122nd year of Ascendancy at 13:57 Killed by elven mage at level 24 on the 43rd Haze 122nd year of Ascendancy at 03:09 Killed by skeleton archer at level 25 on the 49th Haze 122nd year of Ascendancy at 10:50 Killed by Emeta the skeleton warrior at level 25 on the 49th Haze 122nd year of Ascendancy at 11:44 Killed by Belussra the brown bear at level 29 on the 8th Allure 123rd year of Ascendancy at 10:20 Killed by Salith the banshee at level 31 on the 13rd Regrowth 123rd year of Ascendancy at 21:09 |
Primary Stats
| Strength | 40 (base 10) |
| Dexterity | 40 (base 11) |
| Constitution | 42 (base 10) |
| Magic | 88 (base 60) |
| Willpower | 96 (base 60) |
| Cunning | 60 (base 14) |
Resources
| Life | -44/662 |
| Mana | 463/690 |
| Steam | 91/100 |
| Healing Factor | 1.4264150943397 |
| Regeneration | 2.6388679245284 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.20512205326% |
| Spell | 0% |
| Global | +90.909090909091% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 7 |
| See Stealth | 54.254036314199 |
| See Invisible | 52.254036314199 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 40 |
| Crit Chance | 18% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +16% |
| Lightning | +9% |
| Darkness | +6% |
| Arcane | +3% |
| Fire | +21% |
| All | +0% |
Offense: Damage Penetration
| Lightning | +16% |
| Acid | +14% |
| Temporal | +10% |
| Cold | +14% |
| Physical | +10% |
| Mind | +35% |
| Fire | +14% |
Defense: Base
| Armour (hardiness) | 11 (35.629139072848%) |
| Defense | 36 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 50 |
| Mental Save | 57 |
Defense: Resistances
| Acid | 35%( 70%) |
| Light | 12%( 70%) |
| Nature | 12%( 70%) |
| Darkness | 18%( 70%) |
| Lightning | 43%( 70%) |
| Fire | 46%( 70%) |
| All | 7%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 460 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1221% for 10 turns and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shielding |
| talent | Feather Wind |
| detrimental effect | The target is on fire, taking 37.89 fire damage per turn. Burning |
| beneficial effect | The mana surge engulfs the target, regenerating 6.18 mana per turn. Surging mana |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 29% and slowing it by -10% Overwhelming Fear |
| beneficial effect | The time distortion has created a restoration field, healing the target for 123 each turn. Temporal Restoration Field |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | Devouring flames |
Quests
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed wretchling eyeball. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * &039; * You&WHITELIGHT_GREEN039;ve found the needed vial of elder vampire blood. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed minotaur nose. * You&WHITEREDWHITELIGHT_GREEN039;ve found the needed vial of squid ink. * &039;ve not encountered hummerhorns before, they&039; * You&WHITEGREEN | active |
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! | active |
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 within | 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 | wanderer&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Cun / +5 Con Physical save: +15 (+6 eff.) Mental save: +10 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | alchemist&039;Drorekhad&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Str / +5 Cun / +4 Con Changes resistances penetration: +10% mind Changes damage: +16% light Maximum life: +49.00 Light radius: +7 Infravision radius: +2 See stealth: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap &039; (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +3 Dex / +4 Mag / +3 Wil / +10 Cun / +3 Con Changes resistances: +12% darkness Reduces incoming crit damage: 15.00% Mental save: +15 (+4 eff.) Light radius: +3 Infravision radius: +3 See invisible: +6 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
| Tool | elven-wood wand of firewall &039; [power 233] (20/6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +1 Str Maximum wards: +6 lightning / +7 temporal / +6 blight / +3 fire / +5 cold Talent cooldown: Volcano (-2 turns) Talents granted: +3 Volcano +2 Ward Critical mult.: +6.00% Maximum life: +10.00 It can be used to creates a wall of flames lasting 4 turns (dealing 197 fire damage overall), 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. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +2 Wil / +4 Cun Changes resistances: +30% acid Changes damage: +15% acid Critical mult.: +15.00% Spell save: +10 (+3 eff.) Life regen: +1.10 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +55.00 Spellpower: +8 (+3 eff.) Healing mod.: +20% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn& |
| On fingers | ShinequeenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes resistances: +9% lightning / +42% fire / +6% light Changes damage: +21% fire Spell save: +3 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | skylord&Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Str / +2 Dex / +3 Wil / +3 Cun / +2 Con Physical save: +12 (+5 eff.) Spell save: +14 (+5 eff.) Mental save: +17 (+5 eff.) Mindpower: +5 (+1 eff.) Slows Projectiles: +25% A belt that goes around your waist. |
| In main hand | Lelurethel the Flashwind (38-60.8 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion * splashes acid on your target dealing 46 damage and reducing their armor Burst (radius 1) on hit: +8 arcane When wielded/worn: Physical power: +16 (+6 eff.) Changes stats: +5 Mag / +5 Wil / +5 Con Changes resistances penetration: +14% acid / +10% physical / +14% fire / +16% lightning / +14% cold Changes damage: +3% arcane / +9% lightning Disarm immunity: +22% Spellpower: +13 (+4 eff.) Massive two-handed swords. |
| On hands | rough leather gloves &039; (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Damage when hit (Melee): 4 physical Changes stats: +5 Dex Changes damage: +3% acid Talent granted: +4 Iron Grip Critical mult.: +9.00% Disarm immunity: +90% Only die when reaching: -40.00 life Maximum life: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cured leather armour &039; (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +11 Str / +11 Dex / +11 Mag / +15 Wil / +16 Cun / +6 Con Changes resistances penetration: +25% mind / +10% temporal Grants telepathy: Demon/Minor Demon/Major Maximum life: +38.00 Mental crit. chance: +4% A suit of armour made of leather. |
| Cloak | Aditta (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +4 Str / +4 Dex / +5 Wil / +3 Con Changes resistances: +30% lightning / +0% cold / +0% nature Stun/Freeze immunity: +50% Light radius: +2 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 20 nature Changes stats: +4 Dex / +5 Cun / +4 Con Changes resistances: +6% nature Changes damage: +6% darkness Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
medical injector implant of the titan (efficiency 119% / cooldown 56%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 56%. Its effects scale with your Constitution 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 15)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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.0 steam per turn. Can be activated for an instant burst of 79 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.. |
heroism infusion of the duelist (+10 for 9 turns, die at -756)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 9 turns. While Heroism is active, you will only die when reaching -756 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (534.00 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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 374.93 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. |
This item will automatically be transmogrified when you leave the level.biting gale rune of the duelist (106 cold damage; freeze 3 turns with power 42) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 106.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 42 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity 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. |
manasurge rune of the sneak (1127% regen over 10 turns; 56 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1127% for 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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.schematic: Grounding Strap Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Water Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Berikor the FlareburstPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid / 20 fire Changes stats: +3 Mag Changes resistances: +12% fire Changes resistances penetration: +15% fire Changes damage: +5% physical / +6% temporal / +6% darkness / +6% light Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Branizilahek the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag / +3 Wil / +2 Cun / +4 Con Talent mastery: +0.21 Spell / Earth Reduces incoming crit damage: 15.00% Amulets can have magical properties. |
mindweaver&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Wil Mental save: +7 (+2 eff.) Confusion immunity: +12% Mindpower: +5 (+1 eff.) Amulets can have magical properties. |
stabilizing steel amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +14% temporal Pinning immunity: +26% Knockback immunity: +22% Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets can have magical properties. |
BrenyrakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +12% physical / +6% temporal Changes damage: +12% physical Disarm immunity: +28% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +23.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
citrine ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 Rings can have magical properties. |
copper ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +8 Mag / +3 Wil / +3 Cun Grants telepathy: Humanoid/Orc Rings can have magical properties. |
marksman&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Effects on melee hit: * 10% chance to blind Damage (Melee): 27 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 26 light Changes stats: +4 Dex Rings can have magical properties. |
onyx ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings can have magical properties. |
titan&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Belulemira (18-23.4 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Changes resistances: +2% physical Changes resistances penetration: +8% mind / +9% darkness Maximum life: +30.00 Maximum stamina: +10.00 Light radius: +3 Sharp, short and deadly. |
Ce&Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * 12% chance to cause random gloom Damage (Melee): +8 mind Burst (radius 1) on hit: +8 lightning When wielded/worn: Fatigue: -8% Changes stats: +3 Str / +3 Mag / +1 Wil / +2 Cun Changes resistances: +3% lightning Reduces incoming crit damage: 5.00% Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Merkul&Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
This item will automatically be transmogrified when you leave the level.stralite longsword (33-46.2 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
Ivulaith the stralite mace (37-51.8 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 30% chance to daze at end of turn Damage (Melee): +24 insidious poison When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +2 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +8 Str / +5 Dex / +5 Mag / +7 Wil / +7 Cun / +5 Con Changes resistances penetration: +16% lightning Life regen: +0.40 Blunt and deadly. |
dwarven-steel mace &039; (38-53.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Fatigue: -6% Damage when hit (Melee): 16 fire Changes stats: +6 Dex / +10 Con Changes resistances: +9% fire See invisible: +9 Blunt and deadly. |
Glymira (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% * 7% chance to corrode armour by 30% Burst (radius 2) on crit: +0 nature slow When wielded/worn: Fatigue: -8% Changes stats: +3 Cun / +2 Dex Critical mult.: +11.00% Physical save: +3 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.10 Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glymira (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% * 7% chance to corrode armour by 30% Burst (radius 2) on crit: +0 acid blind When wielded/worn: Fatigue: -8% Changes stats: +3 Cun / +2 Dex Critical mult.: +11.00% Physical save: +3 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.10 Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Myndil the Demonripper (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +24 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Mag / +5 Wil / +6 Cun Grants telepathy: Demon/Minor Demon/Major Critical mult.: +21.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Light radius: +2 See invisible: +12 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. |
drakeskin leather sling &039;Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Armour penetration: +2 Physical power: +9 (+3 eff.) Changes stats: +14 Str / +1 Con Changes resistances: +4% physical Changes resistances penetration: +15% physical Critical mult.: +5.00% Slings are used to hurl stones or metal shots at your foes. |
Salinor the Puregrit (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 arcane Burst (radius 1) on hit: +4 arcane When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +9 Mag / +5 Cun / +5 Con Changes resistances penetration: +5% arcane Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Critical mult.: +25.00% Vim when firing critical spell: +7.00 Maximum vim: +36.00 Maximum neg.energy: +37.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff &039; (30-36 power, 6 apr, blight element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind / +8 light Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 mind Changes stats: +5 Con Changes resistances: +18% light Changes damage: +30% blight / +6% light Talent granted: +1 Command Staff Life regen: +1.30 Spellpower: +21 (+6 eff.) Spell crit. chance: +5% Healing mod.: +27% Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff of fate (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
yew magestaff &039; (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +8 arcane When wielded/worn: Defense: +15 (+6 eff.) Damage (Melee): 7 % chance of confusion Damage when hit (Melee): 12 blight Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Damage Shield penetration: +47% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
Murderfang&Requires: - Dexterity 40 - Cunning 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say &039;. -Pizurk, Master Tinker |
Borytochak the stralite steamsaw (34-51 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 34.0 - 51.0 Uses stat: 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: +75 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +20 Physical crit. chance: +12.0% Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Effects on melee hit: * 10 arcane resource burn Damage (Melee): 7 fire Damage when hit (Melee): 18 fire Changes resistances: +6% darkness Changes resistances penetration: +5% physical Talent granted: +2 Block Critical mult.: +17.00% Reduces incoming crit damage: 10.00% Spell save: +9 (+3 eff.) Disease immunity: +5% Knockback immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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! |
elemental stralite steamsaw of the mystic (30.5-45.75 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.5 - 45.8 Uses stat: 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: +68 On weapon hit: * Random elemental explosion Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +9% acid / +9% fire / +9% cold / +7% lightning Talent granted: +2 Block Spellpower: +7 (+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! |
Aladrasus the HellquencherInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 arcane Changes resistances: +8% acid / +8% lightning / +8% cold / +5% arcane / +8% fire Changes resistances penetration: +20% fire / +25% arcane / +15% mind Changes damage: +9% mind / +18% fire A belt that goes around your waist. |
ShinetidePowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 fire Changes stats: +3 Mag Changes resistances: +7% acid / +7% fire / +7% cold / +7% lightning Changes resistances penetration: +15% light Changes damage: +9% fire Physical save: +8 (+4 eff.) Mana each turn: +0.16 Maximum mana: +35.00 Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
Flareprophet (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Cun / +3 Dex Changes resistances: +12% mind / +12% fire Changes resistances penetration: +10% mind Changes damage: +6% mind / +6% fire 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 &039; (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Cun Changes resistances: +18% mind Changes resistances penetration: +20% mind Changes damage: +18% mind Mental save: +18 (+5 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.12 Mindpower: +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 8% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (50 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (87 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you& |
Emalravea the Blindsweep (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: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +7% lightning / +7% temporal / +15% mind Changes damage: +12% mind Light radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots &039; (9 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes resistances: +12% blight / +9% mind / +5% arcane Changes damage: +9% darkness Physical save: +20 (+8 eff.) Mental save: +9 (+3 eff.) Disease immunity: +20% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Halutir (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +4 Mag / +4 Wil / +0 Cun Changes resistances: +12% blight Changes resistances penetration: +15% blight Changes damage: +13% blight / +15% temporal / +7% arcane Mental save: +0 (+0 eff.) Silence immunity: +0% Spell crit. chance: +2% A cap made of leather. |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Mental save: +0 (+0 eff.) Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There&039;s not true of body heat, but strangely, is actually true of steam. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Torchbloom (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +0 Cun / +5 Dex Changes resistances: +13% darkness / +12% fire Changes damage: +12% fire Mental save: +9 (+3 eff.) Maximum psi: +50.00 Infravision radius: +4 A cap made of leather. |
dwarven-steel helm &039; (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 arcane / 12 temporal Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +25% arcane Changes damage: +12% arcane Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap &039; (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Wil Changes resistances: +7% blight / +6% fire / +12% light Changes resistances penetration: +25% light / +20% fire Changes damage: +6% fire Mental save: +9 (+3 eff.) A cap made of leather. |
hardened leather cap of strength (+5) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str A cap made of leather. |
Deflector (22 def, 11 armour, 230 block)Requires: - Strength 38 - Talent Heavy Armour Training (level 2) Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +11 Defense: +22 (+9 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+8 eff.) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can& |
This item will automatically be transmogrified when you leave the level.Hellransom the dwarven-steel shield (8 def, 10 armour, 76.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +23% fire / +12% temporal Changes resistances penetration: +25% fire Changes damage: +9% fire Talent granted: +3 Block Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +10% 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 100 power out of 100/100. The very essence of bearness! |
deadly quiver of elven-wood arrows of accuracy (22/22, 55-77 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 55.0 - 77.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +26 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
2 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. |
Sparkqueen (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +2 Str Changes resistances: +12% lightning / +7% fire / +7% darkness Changes resistances penetration: +20% lightning Changes damage: +6% mind Mental save: +20 (+5 eff.) 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. |
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. |
DimquellerCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% mind Mental save: +18 (+5 eff.) Blindness immunity: +32% Confusion immunity: +18% Light radius: +7 See stealth: +5 See invisible: +9 Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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! |
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! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type &ORANGELAST039; Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Accuracy: +9 (+3 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type &ORANGELAST039; When attach to an other item: Burst (radius 1) on hit: +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Adydheta the iron torque of psychoportation [power 22] (20/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +3 Dex Changes resistances penetration: +10% blight / +15% arcane Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Infravision radius: +2 It can be used to teleport randomly (rad 22), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Gliwyn the Burndeath [power 195] (20/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +10% fire Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 195 for 7 turns, putting all charms on cooldown for 25 turns. When used: 100% chance to regenerate 13 psi. Torques are made by powerful psionics to store psionic powers. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim&LASTANTIQUE_WHITE |
Torchwrither [power 17] (20/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +5 Wil Grants telepathy: Dragon Humanoid/Orc Mindpower: +2 (+0 eff.) It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Longshot McGraw the Cornac Archmage level 29
9th Allure 123rd year of Ascendancy at 02:39 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Longshot McGraw the Cornac Archmage level 9
9th Flare 122nd year of Ascendancy at 18:53 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Longshot McGraw the Cornac Archmage level 24
48th Haze 122nd year of Ascendancy at 12:17 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Longshot McGraw the Cornac Archmage level 23
36th Haze 122nd year of Ascendancy at 05:54 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Longshot McGraw the Cornac Archmage level 9
9th Flare 122nd year of Ascendancy at 18:53 see stats
Home sweet home (Insane (Adventure) difficulty)
69th Haze 122nd year of Ascendancy at 17:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Longshot McGraw the Cornac Archmage level 10
8th Dusk 122nd year of Ascendancy at 15:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Longshot McGraw the Cornac Archmage level 20
60th Dusk 122nd year of Ascendancy at 03:39 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Longshot McGraw the Cornac Archmage level 30
9th Allure 123rd year of Ascendancy at 07:58 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Longshot McGraw the Cornac Archmage level 13
24th Dusk 122nd year of Ascendancy at 13:27 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Longshot McGraw the Cornac Archmage level 30
7th Regrowth 123rd year of Ascendancy at 21:58 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Longshot McGraw the Cornac Archmage level 25
49th Haze 122nd year of Ascendancy at 10:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Longshot McGraw the Cornac Archmage level 6
1st Summertide 122nd year of Ascendancy at 08:50 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Longshot McGraw the Cornac Archmage level 30
12nd Regrowth 123rd year of Ascendancy at 14:15 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Longshot McGraw the Cornac Archmage level 25
49th Haze 122nd year of Ascendancy at 08:20 see stats
Log
Salith the banshee&CRIMSONLASTCRIMSONLASTCRIMSONLASTLASTLongshot McGraw hits Salith the banshee for (2 to psi shield), 0 physical, (3 to psi shield), 0 nature (2 total damage).
Salith the banshee casts Draining Assault.
Salith the banshee performs a melee critical strike against Longshot McGraw!
The fabric of space around Longshot McGraw stabilizes to normal.
Salith the banshee&
Longshot McGraw shrugs off the critical damage!
Salith the banshee performs a melee critical strike against Longshot McGraw!
Your shield crumbles under the damage!
The shield around Longshot McGraw crumbles.
Longshot McGraw teleports some damage to Salith the banshee!
Salith the banshee steals life from Salith the banshee!
Salith the banshee steals life from Longshot McGraw!
Salith the banshee hits Salith the banshee for 83 healing, 201 teleported (201 total damage) [84 healing].
Salith the banshee hits Longshot McGraw for (201 teleported), (204 absorbed), 0 physical, (17 absorbed), 0 light, (31 absorbed), 0 physical, (14 absorbed), 0 lightning, (8 absorbed), 0 fire, (386 absorbed), 138 physical, 17 light, 31 physical, 14 lightning, 8 fire, 32 fire (243 total damage).
Longshot McGraw hits Salith the banshee for (2 to psi shield), 0 physical, (3 to psi shield), 0 nature, 57 healing, 7 healing, (2 to psi shield), 0 physical, (2 to psi shield), 0 nature, 12 healing, 6 healing, 3 healing, 13 healing (3 total damage) [101 healing].
Burning from Salith the banshee hits Longshot McGraw for 26 fire damage.
Salith the banshee receives 2 healing from Devouring flames from Salith the banshee.
Longshot McGraw receives 175 healing from Temporal Restoration Field.
Salith the banshee resists the headblow!
Longshot McGraw hits Salith the banshee for (33 to psi shield), 10 physical (11 total damage).
Salith the banshee&fbd578LAST
Longshot McGraw shrugs off the critical damage!
Salith the banshee hits Longshot McGraw for 8 fire damage.
Salith the banshee&fbd578LASTaaaaaaLASTYELLOWLASTaaaaaaLASTROYAL_BLUELASTLASTLongshot McGraw hits Salith the banshee for (2 to psi shield), 0 physical, (2 to psi shield), 0 nature (2 total damage).
Salith the banshee uses Telekinetic Smash.
Salith the banshee&































































































































